Busting in...Daggerfall style=)

Post » Wed Nov 11, 2009 1:31 pm

Would you like to be able to bust down doors, when you fail at a lock pick? You really want to get into a house, but simply don't have the lock-picks......why not kick the door down? :toughninja:

Of course it would attract a lot of attention if you do this, so be prepared :bolt:

What is your opinion on it?

For those that have never played daggerfall, here is some gameplay that you can see from the game. You also can download it for free somewhere, so you can play too. The game is a lot of fun trust me=P

http://www.youtube.com/watch?v=XMsvB33TI64&feature=related
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GEo LIme
 
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Post » Wed Nov 11, 2009 2:56 am

Definitely be a badass with this one my friend!
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Spencey!
 
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Post » Wed Nov 11, 2009 4:18 am

Definitely be a badass with this one my friend!



this mechanic could be possible in towns if the houses aren't separate cells.
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WYatt REed
 
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Post » Wed Nov 11, 2009 12:25 am

Sounds cool, but it's kinda impractical, don't you think? I mean if stealing it your intention at least.

You don't really have much time to rummage through the house's contents if you just alerted everyone nearby that you just broke into it.

I picked "don't care" in the poll because if that feature is in the game, then great. I'll never use it though.
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nath
 
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Post » Tue Nov 10, 2009 11:07 pm

Well do I like picking locks... but breaking down the door just seems so dramatic, it's hard not to wanna do that.
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Lady Shocka
 
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Post » Tue Nov 10, 2009 11:52 pm

Sounds cool, but it's kinda impractical, don't you think? I mean if stealing it your intention at least.

You don't really have much time to rummage through the house's contents if you just alerted everyone nearby that you just broke into it.



yeah it is kinda impractical but fun none the less. I am basically suggesting because I know that it probably won't happen. If you are smart, you won't do it. But can be very useful in caves, dungeons, and such
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sally coker
 
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Post » Wed Nov 11, 2009 10:29 am

Ha well hopefully the lockpick system is alot more difficult because in Oblivion it took me very little time to master the art of lockpicking. I almost want to say it was easier than Fallout.... Almost....
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jodie
 
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Post » Wed Nov 11, 2009 1:45 pm

Ha well hopefully the lockpick system is alot more difficult because in Oblivion it took me very little time to master the art of lockpicking. I almost want to say it was easier than Fallout.... Almost....



Yeah, that is what I am hoping for. My lockpicking skills would be 5 and a hour later its level 50 lol
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Karen anwyn Green
 
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Post » Wed Nov 11, 2009 12:52 am

this mechanic could be possible in towns if the houses aren't separate cells.

They are confirmed to be separate cells.
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Jack
 
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Post » Wed Nov 11, 2009 4:36 am

Well an example of modded attribute work, what we cant do in Skyrim in proper way if hidden attribute variables was axed from game with attribute system, better make attributes hidden then completely remove their influence from game, or Devs will defeat laziness provide similar lock bashing perk for us.

Lock Bash Omega
http://www.tesnexus.com/downloads/file.php?id=25040

Mechanics
---------------
For those who want the nitty-gritty details, here they are. First and foremost, nothing happens if the player is sneaking. Otherwise, the bash code triggers when the sound of a weapon hitting a static object is detected and a locked object is found in the crosshairs with a lock level of 99 or less. If the door would be illegal to pick, the player sends a trespass alarm. The math begins...

The lock rolls 0..99 twice and keeps the better result. The lock level is then added, and this total is the Lock Roll.

The player also rolls 0..99 twice. If power attacking, the player keeps the better result. If not power attacking, the player keeps the worse result. This is the unmodified Player Roll.

The player's striking implement is then damaged. If not power attacking, the damage is 8. If power attacking, it is 24. If the weapon breaks from this damage, the bash attempt fails. Otherwise, the appropriate weapon skill is increased and the bash continues.

If the player is using unarmed attack, any worn gloves or gauntlets are damaged first. Heavy armor absorbs all damage to the hands; light armor takes 1/2 damage, passing the rest through. If the armor breaks from this, or the player wasn't wearing hand armor in the first place, the full damage amount passed through. Any damage not absorbed is compared to the player's current health. If this damage would kill the player, the bash attempt fails; otherwise the player takes the damage and hand-to-hand skill is increased.

The player's relevant weapon skill is checked and modified by Luck according to the normal formula, including the inability for Luck to improve a skill beyond 100. The player's Security score is then treated as a second Luck score, except that it never produces a penalty and can raise the resulting skill over 100 (but not over 255, the hard cap).

The player's strength is added to the modified skill, and the total is divided by 5.1. This is two times 2.55, and 2.55 is the ratio of 255 (the maximum value of a skill or ability) to 100 (the maximum lock level). Just in case something went wrong, this result is capped at 100. Finally, Fatigue will reduce the resulting amount as if it were weapon damage. This is the Player Modifier.

The Player Modifier is added to the unmodified Player Roll. Depending on the type of weapon used, a Weapon Penalty is subtracted:

Weapon Type Penalty --
1H Blade: -15
2H Blade: -10
1H Blunt: -5
2H Blunt: 0
Miscellaneous: -20 (e.g. Bow/Staff melee mods)

Unarmed Penalty --
Novice: -20
Apprentice: -15
Journeyman: -10
Expert: -5
Master: 0

The fully modified Player Roll is compared to the Lock Roll. If the Player Roll is tied or higher, the lock is broken with a satisfying clank.

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Nick Tyler
 
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Post » Tue Nov 10, 2009 11:27 pm

I would rather not but I don't really care.
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le GraiN
 
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Post » Wed Nov 11, 2009 1:34 am

if u can bash in doors in real life, makes sense to put it in a game :P
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Causon-Chambers
 
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Post » Wed Nov 11, 2009 2:06 am

if u can bash in doors in real life, makes sense to put it in a game :P


Bashing doors isn't actually that realistic because doors are generally heavy and hard to kick down.
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Ronald
 
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Post » Wed Nov 11, 2009 12:30 am

im talkin about those flimsy wooden doors.... big doors you'd need an axe, a hammer, a battering ram? or, a shout spell that pushes stuff
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Robyn Howlett
 
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Post » Wed Nov 11, 2009 4:36 am

waste of resources
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ijohnnny
 
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Post » Wed Nov 11, 2009 1:53 pm

Well an example of modded attribute work, what we cant do in Skyrim in proper way if hidden attribute variables was axed from game with attribute system, better make attributes hidden then completely remove their influence from game, or Devs will defeat laziness provide similar lock bashing perk for us.

Lock Bash Omega
http://www.tesnexus.com/downloads/file.php?id=25040

Do you have to show of your bitterness about the attributes removal in every threads? Btw, just use twice the relevant weapon skill instead of "weapon skill + str" in that formula.
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Heather Dawson
 
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Post » Wed Nov 11, 2009 2:48 am

They are confirmed to be separate cells.

Sadly. Hopefully the next gen consoles will be powerful enough and Bethesda's code robust enough to not have this limitation in Elder Scrolls: VI. Then features such as lock bashing would work quite well.

As it is though Skyrim COULD have lock bashing, but it would have to just instantly transport you into the cell (like when you enter a house normally, same as lockpicking in Oblivion). A bit cut and paste and not as dramatic, but it works.
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Greg Cavaliere
 
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Post » Wed Nov 11, 2009 4:12 am

Do you have to show of your bitterness about the attributes removal in every threads? Btw, just use twice the relevant weapon skill instead of "weapon skill + str" in that formula.

Well since other can show their thoughtless happiness about attributes removal in all threads and blame them as useless, why not show some examples what can be done and what we can lose?

Using twice weapon skills is flawed way, because having skills don't make you automatically powerful enough to broke something, in such way better will use hand to hand skill level and damage rating of weapon, weapon type and weapon weight, such parameters I'm sure at 80% will not available in vanilla scripting so if not done by devs such feature as Lock Bash will wait for SKSE at last year or half year.
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Charlotte Buckley
 
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Post » Wed Nov 11, 2009 9:13 am

> voted "What did doors do to you?"
>
>
>
>
>
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> proceeds to busting down doors anyway :disguise:
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Rachel Eloise Getoutofmyface
 
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Post » Wed Nov 11, 2009 12:39 am

Yes and bashing open containers, but that's another story.
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Lily Something
 
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Post » Wed Nov 11, 2009 3:00 am

Yes, wonderful.
Mages can use an open spell.
Thieves can pick a lock.
Warriors should be able to bash open something.

Like in Daggerfall, it should damage your weapon something fierce.
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Etta Hargrave
 
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Post » Wed Nov 11, 2009 3:43 pm

Yeah, never actually thought about this (incidentally Ive never player daggerfall either) and i think its a awesome idea. Doors should obviously range in strength, and your charters strength or build should effect your door-smashing success ratio. Its would also be cool that if you fail to knock the door down, the people inside would be alerted and set up to tactically attack you when you come in.
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Natalie J Webster
 
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Post » Wed Nov 11, 2009 1:19 pm

I'd enjoy creating an Orc who loves busting in unannounced into peoples homes before being dragged of by the guards. Great Fun!
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TRIsha FEnnesse
 
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Post » Wed Nov 11, 2009 11:55 am

Trapped doors and containers must activate trap at bashing, on failed lock piking attempt (trapped low level lock has smaller chances to activate trap then high level one, there must be more consequences then an broken lockpick) and on failed chance of casted Open spell (chance depend on magnitude of spell, while skills in alteration school used for roll versus lock level)
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Kayla Oatney
 
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Post » Wed Nov 11, 2009 2:40 am

Would you like to be able to bust down doors, when you fail at a lock pick? You really want to get into a house, but simply don't have the lock-picks......why not kick the door down? :toughninja:

Of course it would attract a lot of attention if you do this, so be prepared :bolt:

What is your opinion on it?

For those that have never played daggerfall, here is some gameplay that you can see from the game. You also can download it for free somewhere, so you can play too. The game is a lot of fun trust me=P

http://www.youtube.com/watch?v=XMsvB33TI64&feature=related

Wow. Watching that gameplay brings back memories!

Badass door kicking would be great. Sometimes you just need to break something for added effect. :)
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Skrapp Stephens
 
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