Sound familiar? Most people will see that is what happens when you try to pick a lock. I have had an idea rolling through my head for a while and I was thinking it would be more fun for thieves, and a bit more realistic, if lockpicking was a bit more involved. What started this idea was actually the lockpicking system on another game (some will recognise it), and I really liked it. So I tried to figure how it could be adapted to FK and might make the game better for thieves.
There would be three new commands for this, they would be:
Probe- This would bring up the interface below. Locks can be anywhere from two to five pins, two being the easiest, and five being the hardest.
Pick #. This would try and make which number pin you chose to rise. There would be a skill check here, and if you succeeded, the pin would rise. If you failed, depending on your skill level and if you have already picked some tumblers, anywhere from 3 (low skill level) to 0 (high skill level) pins would fall back into place as well as the one you wanted to pick.
Unlock - Once all pins are raised, this would unlock the lock.
An example of two locks would be:
An unpicked 2 pin lock (easiest).
Code: Select all
|*[]*[]*|
|*[]*[]*|
()______|
Code: Select all
|*[]*[]*[]*[]*[]*|
|*[]*[]*[]*[]*[]*|
()_______________|
probe
Code: Select all
|*[]*[]*[]*[]*[]*|
|*[]*[]*[]*[]*[]*|
()_______________|
(Thief tries to pick 1st pin, and succeeds.)
Code: Select all
|*[]*[]*[]*[]*[]*|
|* *[]*[]*[]*[]*|
()_______________|
(Thief tries to pick 2nd pin, succeeds.)
Code: Select all
|*[]*[]*[]*[]*[]*|
|* * *[]*[]*[]*|
()_______________|
(Thief tries to pick 3rd pin and fails, 3rd pin doesnt rise and the 1st falls back.)
Code: Select all
|*[]*[]*[]*[]*[]*|
|*[]* *[]*[]*[]*|
()_______________|
Code: Select all
|*[]*[]*[]*[]*[]*|
|* * * * * *|
()_______________|
unlock
*click*
The number of tumblers, as well as the DC of the skill check they would have seperately would determine the difficulty of the lock. Of course, any part of this could be tweaked/removed/changed as needed (as ive probably left something out).
Of course, if the ascii version of the interface was too much, it could even be simplified to this.
(Five tumbler lock)
Code: Select all
ooxxx
o = picked tumbler
Thats a simplified version.
If you got attacked, or moved away from the lock, it would of course reset itself.
Thats my idea in a nutshell (a big one). As I said, I merely thought it would be a nice little addition that would make lockpicking more involved.
Feedback is, of course, always welcome.
Thanks,