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MastrBlaster

Locks and Door mechanics!!!! PEW PEW PEW!!!

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Hey all, just a couple suggestions I think would be pretty awesome!

I've found a metric butt ton of protector cases, and they are awesome on there own and all but what about adding padlocks? Either built in combo locks on the cases, or a seperate item *combination Lock*. A player sets a combo the first time they use the case or lock and you must punch the combo in every time you reopen it. Would make bandits have to convince you to give them your combo, or have to force it open with a screwdriver or knife and risk ruining the gear inside. Could possibly lock other stuff too, doors, trunks, lock up a  bike. Tons of possibilities. 

 

My second suggestion if a complete overhaul of the door mechanics. The idea would be to make opening a door much similar to real life. Possibly hold down the interaction key to turn the handle and draw backwards with your mouse to actually open it. The speed at which you draw back the mouse would effect the speed you open the door and also effect how loud of a noise it makes. Slide back slowly and you make barely any sound but slam it open or closed the entire block hears you. This also allows for the option to leave doors ajar. Maybe shoot through the open slot, keep a lookout through a small crack or even be able to run directly through the ajar doors using your body to slam them open as you go! 

 

I'm sure these ideas aren't perfect, but I think they could be awesome additions.

 

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I like the lockbox idea.  Be cool if a bandit stole your lockbox, and you had a grenade inside with the pin pulled already.  As soon as he opens it the spoon flies off!

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since you brought up doors and locks in the same thread..

Why not have most houses have locked doors by default (server restart).  And its up to the survivors to force their way in in order to be able to loot.  Unlocked doors would likely been have looted already, but not necessarily since locked doors would be random. 

 

How to unlock doors.
Break door window to unlock inside (if applicable) = medium sound + small risk of injury.  

melee the door open = medium sound (per hit) + slower entry

shoot the lock = high sound + potential ricochet  (constant bleeding injury)

jiggle the handle = low sound + low possibility of success.

Edited by UnarmedCiv
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since you brought up doors and locks in the same thread..

Why not have most houses have locked doors by default (server restart).  And its up to the survivors to force their way in in order to be able to loot.  Unlocked doors would likely been have looted already, but not necessarily since locked doors would be random. 

 

How to unlock doors.

Break door window to unlock inside (if applicable) = medium sound + small risk of injury.  

melee the door open = medium sound (per hit) + slower entry

shoot the lock = high sound + potential ricochet  (constant bleeding injury)

jiggle the handle = low sound + low possibility of success.

I also think some doors should spawn open randomly so you don't go, oh crap this whole town has been looted the second you see an open door.

Maybe inaccessible houses could have a slightly increased chance of things that would usually be taken like food and rarer items, since they might not have been looked through since the day of infection.

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Having random open doors on some houses is a great plan. My friends and I completely skip towns, military bases and so on if we see doors open.

 

The houses themselves having locked doors is a neat idea and is similar to an idea I was thinking about a while back. Maybe have a low percentage of houses have locked doors and require exactly what was mentioned (force it open, possible injury, lots of noise etc.) but make those houses have more loot or better loot. My earlier idea that was similar was exterior basement doors. A lot of buildings already have them rendered in, so why not make a random small percentage of them lead into a basement with great loot. Maybe some sort of end of days hide out with a shelf full of canned food and a gas mask plus a chance at a loaded gun. 

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I like the lock idea. Something I've never thought of and I could see it happen.

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No combo locks on doors. After a few trolls get them, good luck getting into any military building.

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No combo locks on doors. After a few trolls get them, good luck getting into any military building.

 

Could be able to force them open, just like ripping open a can of food with a knife. Could be a good way to buy yourself some time if on the run or trying to loot a building in peace.

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I like the lockbox idea.  Be cool if a bandit stole your lockbox, and you had a grenade inside with the pin pulled already.  As soon as he opens it the spoon flies off!

 

And how exactly had you planned on opening a box like that yourself without getting blown up?

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It would be great if some random doors were locked and behind those locked doors was moderately better loot. And the only way to open them is with an axe or a crowbar. The speed of which you can open a door depends on the quality of the item and the door. Then there would also be the risk vs reward choice: are you willing to make a lot of noise and stand in one place to get better loot.

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And how exactly had you planned on opening a box like that yourself without getting blown up?

You don't. Same way in UO people would leave behind poisoned apples just for the reason of poisoning someone and nothing else.

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Could be able to force them open, just like ripping open a can of food with a knife. Could be a good way to buy yourself some time if on the run or trying to loot a building in peace.

Good reason to carry a crowbar?

Crowbar = best for forcing open.

Axe = best for smashing open.

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Good idea. Another could be to a bump-key. For this we have the keys to the handcuff and hammer, but not short of a file(tool). The same way, if the added file (tool), it may be used for many other purposes. You can also use hacksaw.

Edited by Matrena_pwnz

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Good idea. Another could be to a bump-key. For this we have the keys to the handcuff and hammer, but not short of a file(tool). The same way, if the added file (tool), it may be used for many other purposes. You can also use hacksaw.

Could use a ton of different tools. Just like using a knife or bayonet to open food it would have different effects. Bolt cutter would be the most efficient and quiet but would take up the most inventory space. File/hacksaw would make a little noise and take a long time to open the lock, but take up less inventory space. There could also be crowbar or even shooting the lock with a gun, very loud and maybe a chance at failing? 

 

Sounds like the lot of us could write out a comprehensive and intelligible lock system for the game... just need the Devs on board!!! 

Edited by MastrBlaster

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Sorry dont have much to add but I love these ideas. Especially the idea of the risk/reward system depending on HOW you go about unlocking the doors. Fast but noisy or slow but silent. :)

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Could use a ton of different tools. Just like using a knife or bayonet to open food it would have different effects. Bolt cutter would be the most efficient and quiet but would take up the most inventory space. File/hacksaw would make a little noise and take a long time to open the lock, but take up less inventory space. There could also be crowbar or even shooting the lock with a gun, very loud and maybe a chance at failing? 

Funny is that this bump-key is only difficult to do, but the ready bump-key easily to open locks. Perhaps the key to make unidirectional. Оne use = -?% integrity.

Hence, perhaps more than 2 options opening locks 

Fast but noisy or slow but silent. :)

Fast but noisy or slow but silent and fast+silent but fragle

Edited by Matrena_pwnz

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