Lockpick/Traps skill

Post » Wed Jul 22, 2009 12:00 am

I didn’t find any topic about this, if there was you can ignore this post..

I was just thinking that with lockpick skill you should be able to even lock doors/chests/safes…and the player that has lower lockpick skill than you is unable to lockipck it, so if someone has like 300% lockpick very few will be able to do anything…

I’ve mentioned traps because it would be awesome if you could use a combination of lock and traps…like buying a safe deposit box in a bank…placing your valuables inside along with a trigger grenade and lock it…the one trying to loot and open this would have fun…

Also if anyone managed to raise lockpick up to 300%..he would be able to pick anything even locks that can be opened only with a certain key (other players personal stash ? or similar)

Simply put you could find an abandoned shack or a camp trailer and store some stuff inside while creating a net of traps and locks…or create a trap for scavengers...placing something valuable on the floor…leaving one door open with deadly traps…

As for traps if a player is lower trap skill he will be unable to disarm it…but if he has like 25% below required trap skill he can at least se it but unable to disarm it…otherwise boom…

The ability to create different traps using grenades, weapons, rope trigger, claymore, plastic explosives inside a door lock…etc…well it depends in what stage of development is the game. Image
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Quick Draw III
 
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Post » Wed Jul 22, 2009 3:15 am

I'd rather see the quality of the lock depend on the cost of the object you store it in.
Can't see how manipulating tumblers can improve the quality of a lock, only the design with which it was constructed ;o
So even if you're highly skilled at lockpicking, you can't simply hoarde a huge amount of valuable items for safe keeping with nigh-impunity as a high-level player. You'd have to spend caps on getting high-grade storage (given that player housing and such becomes a par of the game).
But, of course, not everything has to make sense.

The trap idea i have no problem with, actually like it. :)
But they should react to anyone, even the one who set them - no sentient traps O_O
Otherwise i can already imagine a room brimming with bear-traps and a very low-grade, low-cost safe in the far corner on the second floor.
Or even worse, if groups can build a fortress like building that could be conquerable - traps all over the place that doesn't react to members ;o
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megan gleeson
 
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Post » Tue Jul 21, 2009 8:20 pm

That is a good point with sentient traps. The only thing I would add to that is that robots, turrets, human guards, or other intelligent security systems should discriminate. Intelligent claymores and the like could exist at high levels too. But yeah, intelligence=$$$$ All I want for Christmas is APA and a gauss rifle.
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Solina971
 
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Post » Tue Jul 21, 2009 3:11 pm


Ah, forgot all about the identity tag-thing :)
Could indeed explain how someone could walk over a mine unscathed, perhaps even getting a "'Ello Sir!" on the way. But agreed, they would be costly to the say the least - it's a Robot brain strapped to explosives :X

Also, bring on humourous Group meeting in HQ with Bob going "Ah frack, left my ide.."*red mist*
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Jinx Sykes
 
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