Why would you need to lockpick it ? Just bash it, shoot it, whatever, they are just lockers not safes.
Well it is now to players. But if each blueprint is going to have a quest of its own, it would satisfy everyone I bet. But then those crates would become rather pointless. If they are empty, there's never anything and if they are locked, you can't open it without lockpicker. Lockpick cd is 2 minutes so it's either lockpick 300 or gtfo because nobody has the patience to make several attempts on same crate with bad lockpick. A suggestion: - There is always something in the crate, always- Locked crates only in special "raider camp" or "small outpost" encounters. It would be a small encampment of npcs. One of them has the key to the crate- Caravan kart locker for caravans. Kill caravan leader who has the key and check what's in the kart- Lockpick can be used too, but not necessary. Lower ammounts are sufficient, reachable with lockpick set. If you fail, the lock is bust and you best just leave. This simply means that you don't have to spam the same crate over and over again.
Then I think we should add the ability to open lockers with dynamite, c4 etc, like in the original F2.
Otherwise why bother having them on the map?
Why not? If you have chance to receive something nice, you'd still try it. I don't think it matters at all. The question is just - what is more fun, and I have darn no idea what would be answer to that.
You should get blueprints via normal game activity not standing all day in a city square clicking the hell out of locked boxes on empty maps.
Do it via random encounters - a trader selling for caps, cave with deathclaws, a npc with a broken car that will give it for repair/fuel, a npc that will trade it for your dog, 10 brahmin hides, 5 electronic parts or a condom collection, a tribal in need of a doctor. A traped, locke box can be an option - but one of many.
Actually I haven't find any containers on non-encounter maps. I think it's always some encounter and it doesn't matter if it's friendly SF caravan, bunch of rats or we-are-going-to-rape-your-corpses-9-pack-of-mercenaries.Truth is there are waaay too much empty footlockers and unbreakable ones. - Oh hello travelers where are you heading? - We're heavy armed caravan from San Francisco. Our destination is place called Shady Sand - Oh so you're traders. - That's right! - Can I take a look at your merchandise? - Certainly!~14 HN needler cartidges.EVERY - GODDAMN - TIME.Give them at least something. Loose thought - Create some chance of hitting caravan with low tier equip for trading, then lower chance on higher tiers including blueprints. Create faction reputation so if some of the players from faction are hated by NPCs for looting them then all of them are hated. Give no possibility to loot blueprints from dead caravans. (NPC factions are trying to hide their secrets of creating powerful weapons and armors by destroying blueprints in case of danger).
bad idea...many people including me are farming sf caravans for lsw and ca...so now we will have just more loot
Yeah, random stuff is hard. Thats why its random, jesus.My junk collecting alt (yeah you can have an alt for that bullshit too) has found laser rifle blueprints, in one of about 6 lockers he managed to open, 100 lockpick. Its random, people. Anyway, there is a question i have been meaning to ask: why dont i get blueprints by sciencing items, maybe with next-to-nothing probability, high science skill or even a support perk?Seems about fair to me. And logical, oh hell yeah, dont forget logical. I would be actually looking forward for gangs sciencing gauss pistols - has some kind of poetry in it.