This is something I suggested a long time ago, and I finally got to work making it a reality.
This update would fundamentally change how Locks, Lockpicks & Doorhacks work altogether so FEEDBACK IS NEEDED! Changing locks from being an absolute form of protection to a deterrent form of protection.
Locks as they are right now are a reoccurring topic it seems and I have a suggestion to entirely change how the system works.
Step 1. This system will take Lockpicks & Doorhacks and turn them into 'consumables' once used they vanish. Regardless of whether or not the action passes or fails.
Step 2. Your locks will no longer provide you with absolute security from intruders, they will only decrease the chance of them getting through the door.
For this example, the lock limit for our door is 100.
0 locks -> lock picking will always pass.
50 locks -> 50% chance of failure and a 50% chance of passing.
75 locks -> 75% chance of failure and a 25% chance of passing.
100 locks -> lock picking will always fail.
See the system in action here;
Lock Picking failure chance 97% or 97/100 Locks -> Generated number 84 which is <= 97 -> Picking Failed
Lock Picking failure chance 16% or 16/100 Locks -> Generated number 73 which is > 16 -> Picking Passed
So why should we use this system?
It will make players more alert and allow even the poorest of users a shot at entering a massive base. Provided luck is on their side when raiding. So you can take your pick, break a few locks and take the chance or break all of the locks and ensure victory.
Edit!:
I've uploaded this modification to my website Rezozplace.com/rezozrp/
Source code & Compile ready sourcemod version is included in the download.
This update would fundamentally change how Locks, Lockpicks & Doorhacks work altogether so FEEDBACK IS NEEDED! Changing locks from being an absolute form of protection to a deterrent form of protection.
Locks as they are right now are a reoccurring topic it seems and I have a suggestion to entirely change how the system works.
Step 1. This system will take Lockpicks & Doorhacks and turn them into 'consumables' once used they vanish. Regardless of whether or not the action passes or fails.
Step 2. Your locks will no longer provide you with absolute security from intruders, they will only decrease the chance of them getting through the door.
For this example, the lock limit for our door is 100.
0 locks -> lock picking will always pass.
50 locks -> 50% chance of failure and a 50% chance of passing.
75 locks -> 75% chance of failure and a 25% chance of passing.
100 locks -> lock picking will always fail.
See the system in action here;
Lock Picking failure chance 97% or 97/100 Locks -> Generated number 84 which is <= 97 -> Picking Failed
Lock Picking failure chance 16% or 16/100 Locks -> Generated number 73 which is > 16 -> Picking Passed
So why should we use this system?
It will make players more alert and allow even the poorest of users a shot at entering a massive base. Provided luck is on their side when raiding. So you can take your pick, break a few locks and take the chance or break all of the locks and ensure victory.
Edit!:
I've uploaded this modification to my website Rezozplace.com/rezozrp/
Source code & Compile ready sourcemod version is included in the download.
The post was edited 1 time, last by Micobot ().