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 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
 
 PadlocksPublic 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
 
 Lock pickingPadlocks 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
 
 Brute ForcePicking 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
 
 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.
 
 
 
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