Make Quarters More Breakable and Storage Chests Unbreakable
Posted: Tue Oct 13, 2020 11:40 pm
In reference to this thread:
viewtopic.php?f=13&p=243037#p243037
Add unbreakable or DC 127 locks to all quarter-based storage chests free of charge.
Reduce the max DC of quarter locks to a more feasible number that a dedicated lockpicker could reach without being cheesy, such as 100.
This allows for snooping/spying/burglary/interactive break-ins without enabling the "Everyone's stuff is my stuff" gameplay that people are mostly afraid of.
We don't lose much value from losing the threat of theft of stored property and we gain value from snooping being more doable.
Additional considerations for being able to identify a break-in has occurred and determine information about them from searching might be prudent if this is done, to make the system more likely to be a back-and-forth instead of a one-sided affair.
Possibly also add a 24 hr cooldown to quarter-breaking enforced in the break-in script itself so no one character can go on a spree in no time flat.
If the trap also needs to be disarmed, also reduce that max DC appropriately.
viewtopic.php?f=13&p=243037#p243037
Add unbreakable or DC 127 locks to all quarter-based storage chests free of charge.
Reduce the max DC of quarter locks to a more feasible number that a dedicated lockpicker could reach without being cheesy, such as 100.
This allows for snooping/spying/burglary/interactive break-ins without enabling the "Everyone's stuff is my stuff" gameplay that people are mostly afraid of.
We don't lose much value from losing the threat of theft of stored property and we gain value from snooping being more doable.
Additional considerations for being able to identify a break-in has occurred and determine information about them from searching might be prudent if this is done, to make the system more likely to be a back-and-forth instead of a one-sided affair.
Possibly also add a 24 hr cooldown to quarter-breaking enforced in the break-in script itself so no one character can go on a spree in no time flat.
If the trap also needs to be disarmed, also reduce that max DC appropriately.