Locks

Locks

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Luck skill to affect pick break chances, skeleton key "lockpicks" as lootables, Magical lockpicks, "Area" locks, lock breaking and alarms, oh my.

Darkmega18 opened this issue ยท 0 comments

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Idea 1:
When applying luck, up to an absolute maximum (say 95% chance to not break) you get better at picking without breaking. Give more uses to the luck stat.

Idea 2:
A loot item which is a skeleton key. It's a lockpick that doesn't fail, but you still need to do the minigame. When you successfully unlock with it it goes down in durability,
When it finishes durability it comes out of your hand floats in front of you like a totem and charges some ender particles and shatters like an eye of ender to be fancy.

Idea 3:
Ars Noveau, Psi or other "make it yourself" spell mods could benefit from "magical" lockpick mechanics. They're spells that you shoot at a locked surface and it allows you to pick the lock. For a set amount of attempts with a specific amount of chances to break. If in the event the lock isn't unlocked the spell has a kickback/feedback that heavily drains your mana resource meter of choice. Either mana from tablets, ars noveau mana, psi psi meter so on and so forth.
They'd have the benefit of being levelable and empowerable with skills and be resource free other than the generation of manas etc, but the kickback from a set of fails and lack of enchants which can negate traps or other mechanics would be their downfall.

In the same vein, magical locks could be created for the same mods that have built in effects or additional protection from their magical counterparts also.

Idea 4:
Area locks are basically ender crystal based shield resonator platforms. They have a floating magical lock of sorts in them and when active they block interaction with all blocks in their general area, upgradeable to a maximum level. Whether it be from breaking, interacting etc etc. Only finding a way to the resonator and picking it's lock to disable would it power down and allow access to the general area.
Could be enchanted to also DENY placing things within their area too, so that if you place blocks it zaps it with a bolt of light and drops it as if it got mined up. People who hold a key, or perhaps something more thematic, a key diamond/stone that resonates with the base would be still allowed to interact and do stuff without it having problems with them.
Further, these could be made to spawn by people who design dungeons and stuff, allowing their structures to be protected this way with a way to disable them.

Idea 5:
Lock breaking. Based on the number of pins as a baseline a lock could have a strength amount and be simply attacked with a sufficiently powerful weapon (based on damage, but also damage would be increased or decreased more over 1 attack speed that it had).
Each strike would have a chance based on the strength over it's requirement to break a pin on the lock. Locks would gradually fix their pins themselves (consider them like blocks which aren't fully mined in a mod like multi-mine by atomicstryker). The idea being you can whack a lock enough times to just bust it open if you keep at it.
Each attempt to break a lock costs exhaustion to the player and durability loss to the tool regardless of success of fail, configurable.
A fail to break a pin could also cause a debuff like hunger or mining fatigue and it could be set that this is a cooldown between break attempts.
Locks could be enchanted to make them regenerate faster from break attempts, have percentage chances to not break even if they would've, like a sturdy/unbreaking effect basically and could even have enchants which spawn or trigger defense systems or kickbacks against heavy handed burgulary attempts.

Idea 6:
Mechanics against burgulary that can be applied to locks along with enchants as modules. For example a lock could be engineered with effects from enchants to further reinforce or apply unique non-enchanted effects.
Stuff like say a trigger could be attached so when it's unlocked heavily or without a key it triggers redstone from the block it's attached to. a reflective coating could deny magic or physical attempts at breaking it. Armed with potions that trigger against someone who tries to get into it without a key. Be rigged to change it's pin combination every time someone fails to get into it? Be made impregnable to skeleton key, lockpicks specifically, or breaking specifically? Rigged to spawn some kind of ghostly lock guardian or alert online owners of attempted break ins?
Much things can be done. Such shenanigans. wow.