Other > Suggestions
Scrap Lockpick cooldown
greenthumb:
desotrying content in case of glow/ares would be realy trolling.
Giftless:
--- Quote from: Tomowolf on February 09, 2013, 09:56:04 am ---Then other ability to open doors/boxes/cars/anything should be shown (kick in the door, dynamite,grenades,rockets etc.)
--- End quote ---
In Arcanum, you can blast open a weak chest with 20 molotovs or even a stubborn one with one stick of dynamite. No need to destroy the contents, since the use of explosives is a cost in itself.
I'm with Eternauta on this conceptually though, loot chests are the bread and butter of RPGs and making them too difficult to open is a serious flaw in the game mechanic.
ronillon:
Nice idea.
Crowbar might be used to brake into lockers.
http://fo2238.fodev.net/wiki/Master_Thief should reduce lockpick cooldown too, but it does not work right now. Fixing this perk and making it accesible with 150LP skill might be a good start.
As for jamming... how about every time the player fails to pick the lock (critically fails), the difficulty of the lock will increase. There will always be a 5% chance to succeed.
BLDYMSS:
Maybe prolong the lockpicking animation instead of CD?
Picking a lock doesnt happen in a second..
So players with low LP would need about 30 secs, time getting shorter with better skill to 10 secs or so.
This could also provide some thrill to it, e.g. locations like ares. It wouldn't be waiting sneaky in some corner until LP-cooldown is over (booring) but standing at the lock-to-be-picked breaking out in sweat hoping the next mutie patrolling by wont catch u red-handed :)
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