The Masterplan

The Masterplan

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thebobster 11 Jun, 2015 @ 7:31pm
Is there anything I'm missing about lockpicks?
I have to say everything about the lockpick item surprised me. Only being able to use them on gray doors, them being one-time consumable, and there being apparently only two in the entire game? (I haven't check fort knox yet so maybe I missed that). I've never really found a time where I felt like it was worthwhile to use the lockpicks (getting the gray key is pretty easy after all), so I have to ask what the intended use for them is. (though I believe I've seen the police use either those or the gray keys to get into a building I was occupying)
Last edited by thebobster; 11 Jun, 2015 @ 7:39pm
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Showing 1-8 of 8 comments
MekaSkull 12 Jun, 2015 @ 12:11am 
They were a last minute addition, so they're sparse. Suggestions are welcome :D. It's gonna be interesting to include more of them without making levels too easy.
Gupy UwU 12 Jun, 2015 @ 12:21am 
I already suggested to put them in catalogue.
We could add orange and red lockpick too.
OR
If we add a class system, Locksmith/SafeCracker could be able to use grey lockpick on orange and red doors.

Optionaly, on blue doors.
thebobster 12 Jun, 2015 @ 2:01am 
Yeah I suppose lockpicking would be overpowered if there were a lot of situations where you can stand still and slowly pick a door without witnesses. I might go through the levels and see how many of the later levels you could get away with that in. I think if lockpicks are ever going to be feasible, it'll need to obviously be renewable (a shop item utility like the explosives) and usuable on other doors (perhaps with a big slowdown on the other color doors, and of course safes/vault doors would be immune) Honestly I'd love it if it wasn't just a consumable rather than re-usable tool like the safecracker, but that might be me just being too lazy to use the shop to stock up.
MekaSkull 12 Jun, 2015 @ 2:11am 
I will try that out, make them work really slow and suspicious. Could also work if it required your goon to have "lockpicking" skill, so not all would be able to do it.
thebobster 12 Jun, 2015 @ 2:51am 
Sweet, thanks for responding so quickly.

I suppose this is only related to what you just mentioned, but if a skill system were to be added, what kind of other special skills could we come to expect?
Last edited by thebobster; 12 Jun, 2015 @ 2:51am
Liro Raériyo 6 Aug, 2015 @ 2:31am 
Im hard pressed about the idea of lockpicks, if they are good then people would used them often, totally circumventing keys which are extremely useful, while on the flipside of that if they are very bad then no one will ever use them.

And even if you made them expensive, so what? if they are expensive then people will just not buy them since that would eat into your heist costs extremely fast.


After thinking about it for twenty minutes, i think the ideal aproach would be a moderate cost, but they usually fail, and have a fairly lengthy usage time, id say about 5 to 7.5 seconds, and lastly making them stack to a fairly small maximum per stack, i think doing it all this way would make it so you cant just pick through every single door on your way through, but you can pick through one or two specific doors that people usually never touch simply because by the time you get the key you are already so far past that part that for the purposes of nearly every plan ever to be conceived in this game none of them even.

Oh, and goons would also have a lockpicking skill now, same thing with a star count, with zero stars enabling grey doors, while three stars enables blue doors i guess, though you still need an apropriate quality pick because a shoddy lockpick should not be able to open a blue door, not even in the hands of an expert.
Liro Raériyo 6 Aug, 2015 @ 2:32am 
Wait, i just thought of something, instead of 3 star lockpicking level letting you open blue doors, it lets you open safes.
Mogelix (AU) 8 Jan, 2016 @ 2:04pm 
I dont really like the idea of a class system:steamsad:
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