Saw a [URL="http://www.reddit.com/r/playrust/comments/37axw2/3_digit_mechanical_codelock_as_starter_blueprint/crm5mq9"]suggestion[/URL] on Reddit the other day.
[QUOTE]Keys are kinda fun for small bases. 1 door bases. But as soon as you need to manage multiple keys? and with multiple people? They lose their charm.
Small changes like being able to make the one key open multiple locks. Naming/coloring keys. Maybe if locks had a facing so you couldn't lock yourself in (this is how most locks work).
Regardless of how exactly they so do it, the gap between key locks and code locks needs to be a little smaller.[/QUOTE]
I hope we can get some of these small changes to key locks and keys in the future:
- Skeleton Key [Unlocks Multiple Locks]
- Key Labels/Color Codes
- Key Ring [If nothing else than simply this would be amazing]
- Door locks have one side that requires a key and one side that doesn't, allowing you to leave your base and close your door even if you don't have a key, but still requiring a key to open it again from the opposite side.
I like it.
Agree.
i like it but i dont like the skeleton key
[QUOTE=JaketheSnake2;47828981]i like it but i dont like the skeleton key[/QUOTE]
You would basically have to build locks from it to work.
An General Key would solve all the Problems in that point
I these are implemented, we wont need code locks that much. Finally people stop crying. Biggest feature of an update like that would be less threads in rust forums.
Key ring idea is amazing.
Being able to craft multiple locks from one key would make building structures >1x1 less rage inducing in the early game.
Seriously, if the "fix" is to nekkid-farm rad-towns until you get the code lock before even thinking about building a permanent structure, keys have failed.
It also makes more sense to change the way we build with keys.
If 1 key opens multiple doors, why do you need a key? If the main door is locked, everything is protected. If you lose that key, it is no less protected then if you have put locks on all the doors as the other person has the key to them all.
Why is such a massive base necessary?
When it comes to large groups, you should really wall off a large section (multiple layers?) and build several smaller structures inside the complex. This will alleviate the need to build large treasure hordes. As the game progresses and we see more features, this (i hope) will become apparent.
[QUOTE=utilitron;47861579]It also makes more sense to change the way we build with keys.
If 1 key opens multiple doors, why do you need a key? If the main door is locked, everything is protected. If you lose that key, it is no less protected then if you have put locks on all the doors as the other person has the key to them all.
Why is such a massive base necessary?
When it comes to large groups, you should really wall off a large section (multiple layers?) and build several smaller structures inside the complex. This will alleviate the need to build large treasure hordes. As the game progresses and we see more features, this (i hope) will become apparent.[/QUOTE]
One key means less to carry, or a master key incase of emergency otherwise you can just carry a limited key ring for only a few doors like the main entry way. Possibly a few trap doors as well.
I like starting from scratch and seeing how far I can make a go of it in a a few days or a week. Sometimes I randomly team up, or just fly solo. Making space for all those identical keys is not a fun challenge, it's just annoying.
These suggestions would make the key system actually work, instead of making players suicide run radtowns or magically rotate building pieces to avoid ever using keys.
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