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Keys and locks
#1
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
  1. 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.
  2. Lockers and keys have corresponding codes such as 1A, 2B, 3C, etc
  3. The HoP has a computer that tells them what lockers are registered and to whom
  4. Returning a key unregisters a locker
  5. Public lockers can become drop points for syndicate gear, with traitors getting keys for the locker that contains gear
Padlocks
  1. Padlocks are locks that can be attached to crates and Personal lockers
  2. Padlocks prevent lockers from being opened without the key or combo, without packets being involved
  3. Padlocks can however be broken open with force, which leaves evidence that it's been tampered with, or picked open which doesn't
  4. Padlocks are constructible objects
  5. Padlocks use two parts in construction, the body and the mechanism
  6. 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
  7. Mechanisms have two flavors: Key and Combo
  8. Multiple mechanisms could be attached to a lock, so you'd need multiple keys, combos, or both
  9. Combos have a 4 letter word combo like OPEN or LOCK. No key needed, easier to break
  10. Keys have a physical key that is needed to open it. One key is provided with lock creation
  11. Additional keys can be made with key cutting machines that can crank out as many copies as you can pay for
Lock picking
  1. Picking keys require lockpicks
  2. Lockpicks can be made with materials, which does a stat check against the material of the lock body when deciding difficulty
  3. Picking combos requires a stethoscope to listen to the tumblers make click noises when rotated to the correct letter
  4. Quality of combo mechanism material determines how many rotations need to be performed until an audible click is heard
Brute Force
  1. 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
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#2
very cool system, 100% cooler than electronic lockers.
using shared keys to create dead drops and stashes sounds mad decent
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#3
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.
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#4
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

  1. Flashlights
  2. Pocketknife
  3. Whistle
  4. Pepperspray
  5. Hand sanitizer
  6. Decorative toys
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#5
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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