palbi Posted May 20, 2016 Share Posted May 20, 2016 I recently encountered this at Timberwolf Mountain: I was opening one of the cargo containers, and I haven't noticed, that my hacksaw was in very poor condition. So, during the "opening action" my saw ruined - but the container's door ruined as well, it can't be opened anymore! My thoughts about this: 1. If I have to use a hacksaw to pry the container open, it must have some kind of a padlock. But if the hacksaw ruined, I take another one and finish the job. 2. If the cargo container have a locking mechanism, that can be ruined "forever", it must be one, that needs some kind of a lockpick. The game mixes up the two, which is not life-like, in my opinion. What do you think about it? Link to comment Share on other sites More sharing options...
SteelFire Posted May 20, 2016 Share Posted May 20, 2016 Same thing happens to lockers if you break a prybar on them. Not fond of that mechanic myself. Personally, I just think it should be that you've damaged the locking mechanism and getting into the container now takes multiple tools and a longer time plus more durability from the tools. Link to comment Share on other sites More sharing options...
palbi Posted May 20, 2016 Author Share Posted May 20, 2016 12 minutes ago, SteelFire said: Same thing happens to lockers if you break a prybar on them. Not fond of that mechanic myself. Personally, I just think it should be that you've damaged the locking mechanism and getting into the container now takes multiple tools and a longer time plus more durability from the tools. Could be, but what kind of tools then? 'High quality (red) tools+additional time needed' would be reasonable. What I see: padlock+hacksaw and no damage to the doors OR safety locks+the high quality tools with possible damage to the locks (percentage of lockpicking ability, similar to fire starting.) The latter would be harder, but more life-like. I just say, the creators should decide, present system is not good. (Your idea might be the way between the two... ) Link to comment Share on other sites More sharing options...
SteelFire Posted May 20, 2016 Share Posted May 20, 2016 Well, we don't really have a lockpicking methodology at this point, so I don't see a need to create one. I'm not exactly concerned about the logic of what type of locking mechanism is present either. I'd say instead of just a hacksaw or just a prybar, we'd have to use both on a 'damaged' container or locker. Use one tool first, to expose the damaged mechanism as it were, and then the other to actually finish breaking it open. Throw in an increased length of countdown (or slower decreasing) for each tool, indicating it is taking more time and cause an extra percent or two of tool degradation to indicate increased effort. That adds an element of decision making: Will the contents be worth going to retrieve another/additional tools and put more wear on them? Puts the choice back in player hands instead of removing it completely. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.