Keys and locks - Frank_Stein - 06-17-2018
Right now, most things on the station that have locks rely on using the ID as a key and . I thought, maybe we could use a more old fashioned device, traditional locks and keys.
Public lockers
- Public lockers could have keys attached to them, stored in a compartment. Swipping an ID on a locker releases a key that can be used to lock and unlock the the locker.
- Lockers and keys have corresponding codes such as 1A, 2B, 3C, etc
- The HoP has a computer that tells them what lockers are registered and to whom
- Returning a key unregisters a locker
- Public lockers can become drop points for syndicate gear, with traitors getting keys for the locker that contains gear
Padlocks
- Padlocks are locks that can be attached to crates and Personal lockers
- Padlocks prevent lockers from being opened without the key or combo, without packets being involved
- Padlocks can however be broken open with force, which leaves evidence that it's been tampered with, or picked open which doesn't
- Padlocks are constructible objects
- Padlocks use two parts in construction, the body and the mechanism
- Materials used in the body determine how easy the lock is to break with force, and materials used in the mechanism how easy it is to pick
- Mechanisms have two flavors: Key and Combo
- Multiple mechanisms could be attached to a lock, so you'd need multiple keys, combos, or both
- Combos have a 4 letter word combo like OPEN or LOCK. No key needed, easier to break
- Keys have a physical key that is needed to open it. One key is provided with lock creation
- Additional keys can be made with key cutting machines that can crank out as many copies as you can pay for
Lock picking
- Picking keys require lockpicks
- Lockpicks can be made with materials, which does a stat check against the material of the lock body when deciding difficulty
- Picking combos requires a stethoscope to listen to the tumblers make click noises when rotated to the correct letter
- Quality of combo mechanism material determines how many rotations need to be performed until an audible click is heard
Brute Force
- Breaking a lock can be accomplished several ways. Choosing the method to match the lock material is key
- Welding/heatsource/laser gun/Csaber: Melts a lock. Checks BURN damage resistance
- Melee and Gunshot damage: Smashes lock open. Checks BRUTE damage resistance
- Chemistry: Use acids or freezing chems to break lock: Checks TOX damage resistance
RE: Keys and locks - warcrimes - 06-18-2018
very cool system, 100% cooler than electronic lockers.
using shared keys to create dead drops and stashes sounds mad decent
RE: Keys and locks - atomic1fire - 06-19-2018
dumb addendum suggestion
KEY MOLDS:
using material science, duplicate keys by making an imprint of one key using some chem goo or clay material and forging it with the smelter. Also a good way to frame someone for any given crime because you can plant evidence into their locker while it's registered to them.
RE: Keys and locks - Frank_Stein - 06-19-2018
More key ideas:
Vehicle keys: For segways, carts, and pods. Start off already in the ignition. If you don't have the keys, you can hotwire them using hacking mechanics on the wires.
Keyrings: Stack multiple keys together to make key rings, which have the combined access of all the keys contained
Key chains: little knick knacks that can be attached to keys that give them a secondary function. Some ideas
- Flashlights
- Pocketknife
- Whistle
- Pepperspray
- Hand sanitizer
- Decorative toys
RE: Keys and locks - LuigiThirty - 06-20-2018
I love it all. I hope some coder takes this up because it would really add to traitor gameplay and roleplaying.
|