Doors & Locks.
What your'e about to read is a detailled, in-depth concept about how I would implement doors and locks, alongside other Breaking, crafting, repairing and skilled features to the game of A Township Tale.
Some basics, Im 21 years old, (autistic) & always have creative indepth ideas about how to create a better future for anything.
This game has great potential, and Id love to implement this, to aid in Community-orientation, It took me several hours to write down, So i'd appreciate a read :)
Thanks!
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▪︎How to make a Door?
Step 1: Go to carpentry & make the frame part for part (4 pieces] and assemble them together like you can do with makeshift pickaxes/torces etc.
Step 2: Bring the Door Frame to the Assembly Deck & finish it by adding either cloth, Leather rolls or Leather Strips and the Big Leather Rolls (and potentially other fabrics in the future).
Each 4 of these having their own unique pattern, due to looks and item input order.
Once you finish at the Assembly Deck, You will receive your Door.
The recipe from the Assembly Deck (at this point you already have your doorframe) is as followed:
The doorframe has to be filled by 12 Building values, using 4 items (currently)
Leather Strips will add 1 Building Value
Cloth will add 2 Building Values
Leather Rolls will add 3 Building Values
Big Leather Rolls will add 6 Building Value
I.e.:
2 Leather Rolls + 3 Cloth = Good
4 Leather Rolls = Good
12 Leather Strips = Good
5 Leather Strips + 2 Cloth + 1 Leather Roll = Good.
1 Big Leather Roll + 2 Cloth + 2 Leather Strips = Good
As long as the value ends up on 12.
A door will have a standard of 1 HP (without a lock)
[Optionally:]
The 4 items: Cloth, Leather Strips, Leather rolls & Big Leather Rolls grant a [base door hp buff]:
▪︎Leather Strips (Building Value 1) Grant [+0,1 Base HP Each]
▪︎Cloth (Building Value 2) Grants [+0,2 Base HP Each]
▪︎Leather Rolls (Building Value 3) Grants [0,3 Base HP Each]
▪︎Big Leather Rolls (Building Value 4) Grants [+ 1,2 Base HP Each]
This will be called [Base Bonus]
Unique Trait:
If a door is made using 3 Big Leather Rolls, it will receive the [Leathering)] Buff.
[Leathering]
▪︎Add 4 HP to total HP of the door.
▪︎Reduce break chance for Big Leather Roll from 10% to 7% (More further below)
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▪︎How to use a door?
Step 1: by going to select places in buildings at doorway arches & certain other locations that work well with the door items shape, you will be able to hold it in your hand and see all the places you can put it down. (Transparantly like at the Assembly Deck)
Step 2:
Once you decide to place it down, You will have to nail it down, If taking a too long of a time, or if going to far away in proximity Your door will be returned to your inventory.
Step 3:
Once you have nailed it down, You can use it freely (as long as its not Locked) to open and close the door.
Unique Traits of the Doorframe are that this cannot be stashed in your backpack.
Once the doorframe converted into a door, it CAN be stashed in your backpack and other places.
A doorframe & door are both 2-handed objects, But are still heavy, Even using 2 hands, To completely lift a doorframe, You meed a minimim of 3 hands, preferably 4. (Teamwork is key.)
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Locks!
First off my personal reasoning on Locks,
I think that granting people the option to lock a certain place under certain requirements and limitations would be good for a community-orientated ATT server.
If used properly, This system can lead to better ingame quality control & order, It can lead to the creation of savehavens for stuff, and for people to do their professions. Now here my idea.
▪︎How to make Locks?
Step 1:
You will need to be a Moderator or above in permissions in the server you want the Locks. (Or ask a moderator or above if they can make/summon it for you)
Step 2: Go to the blacksmith and using a (hopefully upgraded version of) 'Add Friend Cookie' on the empty Mould spot on the Smelter, It will create a 'phantom-ish' Mould, With one use for a Lock mould.
Step 3:
Make it.
The Lock Mould will require 10 ingots of any ingot. (As long as all 10 are the same ingots)
Each Lock will be granted health based on their ingot counterpart, for simplicity reasoning these are the health numbers for all the Ingame Ingots & Alloys:
The [1 base] value is the value of the door itself, And is added upon the health value of the lock to break the door and the lock.
These formulas are for any doorway, with a lock of their named ingot on them:
Copper = 1 (base) + [Base Bonus] + 2
Gold = 1 (base) + [Base Bonus] + 4
Iron = 1 (base) + [Base Bonus] + 7
Silver = 1 (base) + [Base Bonus] + 9
Mythril = 1 (base) + [Base Bonus] + 14
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Red Iron = 1 (base) + [Base Bonus] + 9
Palladium = 1 (base) + [Base Bonus] + 14
Electrum = 1 (base) + [Base Bonus] + 12 (Bonus Effect*)
Viridium = 1 (base) + [Base Bonus] + 17 (Bonus Effect**)
Valyan = 1 (base) + [Base Bonus] + 31 (Bonus Effect***)
Bonus Effect* = Once a health manipulation action is made against the door, The door zaps the user with some damage. A fixed number equaling to 5% of the user max HP per hit.
Bonus Effect** = Once a healh manipulation action is made against the door on the front side. It will generate a toxic mist (like from those flowers) to push the intruder away, This gas is harmless for the owner of the door. (A.k.a the person who put the lock on).
Bonus Effect*** = Valyan locked doors will emit a special aura to Breaking tools (makeshift bomb & Dynasticks) extending their fuse time to [×2] and Increase loudness noises to be heared from [×2] the distance.
In this proposal, The healthnumbers stated above would work with a system im about to propose using these numerals:
X = Heavy Breaking (This Action Value is 3)
+ = Light Breaking (This Action Value is 0,5)
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To make some measurements to prevent griefing with doors & locks, We already made is Moderator+ approved by utilizing above named systems, but we want to ensure people have a feeling for freedom in action, In how to interact with unknown doors and therefor potential bases.
Alongside that, this system forces members with doors to be active & maintain their spot, Increasing the community-orientation due to activity.
▪︎How to break Locks on doors?
■Method 1: X Heavy Breaking (Value 3)
Make a makeshift bomb (This is the Heavy Breaking X variant).
(this can be done at the assembly desk but as I intend to add features, I will make a creative spin for this too, But make the creation method how you want it.)
Making a makeshift bomb can be done at an all new place near the Infinite Recall Source in Dusk Bowl, In the side of the mountain, a new area with a new work bench is found, alongside a stair system up to the recall system for easier access to it.
Requirements for Makeshift Bomb:
Dynamite ×2
Wooden Stick ×8
Metal Plate ×1
Buckles ×6
Once you have assembled it, You can place it on doors and it will act as 'a sort of C4' by setting it alit, You will have to run away ouy of a radius of (lets estimate) ×2 the radius of a Dynamite Blast. Within 10-ish seconds.
Using this Makeshift Bomb, You will inflict Heavy Breaking (Value 3, for above noted health numbers)
So if you place a makeshift bomb on a door, It will down 3 HP (this will not directly impact if a piece will be broken off by break chance), as the bomb will inflict 3 HP of heavy damage.
This bomb will produce the following noises in the following ranges:
(I took rough estimates on distance, But you this is an important difference between Heavy Breaking and Light Breaking, as heavy adds more concealment than Light.)
[Values of 1-10 of Loudness, 1 being least.]
•0-10 Meters: 8
•10-30 Meters: 5
•30-60 Meters: 2
•60+ Meters: 0
(Important to note is how the noise distribution is lowered over the given range distance differences, Values and actual distances can be changed As long as the general distribution & lowering is equal to this)
Specifications for the Makeshift bomb:
▪︎Has to be carried by 2 hands.
▪︎can be put in your backpack at all times
▪︎Max stack limit = 1.
[Optionally:]
Add a specific Side Pocket specialized in Arms, Like arrows, (andthus the quiver, I.e. making it possible to carry even more arroes for that too) and dynamite, Firework rockets and other objects surrounding explosives and arms. This pocket will grant the ability to carry 2 Makeshift Bombs in 1 slot in the pouch.
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▪︎How to break Locks on doors?
■Method 2: + Light Breaking (Value 0,5)
Find Dynamite & attach it to a Pointy Stick (New compatibility feature).
Once you have done this, attach it to the door & make sure to light it once youre ready.
Light breaking is relatively easy, but therefor risky.
The dynamite attached to the stick will have a long fuse, About 25 seconds (rough suggestion, Do care to change)
And adds alot of noise,
This Dynostick (Dynamite on a Stick) will produce the following noises in the following ranges:
[Values of 1-10 of Loudness, 1 being least.]
•0-10 Meters : 9
•10-30 Meters: 7
•30-60 Meters: 5
•60-100 Meters: 2
•100+ Meters: 0
Specifications for the Dynastick:
▪︎Can be carried with 1 hand.
▪︎Fuse time has to be higher than usual (25s estimate)
▪︎can be put in your backpack at all times
▪︎Max stack limit = 4.
[Optionally:]
Referring to the specialized side pocket for arms, This items stack limit will increase from 4 to 8.
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LAST BUT NOT LEAST
■How to repair your partially damaged door/lock?
Walk up to your locked door and look for 'visual damage marks'.
Identify which pieces have broken, either cloth, leather rolls, leather strips or big leather rolls.
Each piece has a explosion chance according to the following formula / information:
A door regardless of the items uses as fabric will always give these values of explosion to each of the fabrics, But upon a damage inflicting action through the makeshift bomb or Dynastick, It will trigger 'a diceroll' for one of the Lowest valued fabrics used (or remaining intact on the door)
Value 1: Leather Strips = 30% Break chance
Value 2: Cloth = 25% Break chance
Value 3: Leather Rolls = 15% Break chance
Value 4: Big Leather Roll = 10% [7%*]Break chance
[*7% If door is made using 3 Big Leather Rolls.]
Once a item breaks off the added [Base Bonus] will be removed too (if this hasnt yet been removed through breaking actions), This is shown on the door, A player cant go through this, or teleport or climb through it. And will have to break the whole door using Heavy or Light Breaking to be able to enter.
If you see a item missing you can simply grab 1 from a backpack or inventory and add it back (i.e. if a Big Leather Roll Broke, You can choose to put 6 leather strips back, 3 cloth etc.)
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Thats it! Ive worked on this post for over 2 hours now and i'd love to get some serious feedback by Elite members and people scrolling by, If by any miracle my idea is taken serious (as intended) by the developing team, I would greatly love to aid in further detailling the idea and working alongside the team to create what is best for the community.
Best regards,
Zaxx.
If you're curious, The best wall with this sytem would be a:
▪︎Door made of 3 Big Leather Rolls.
Which has 1 [base] HP + (3×1.2HP) [Base Bonus] + [Leathering Buff] 4 HP =
8,6 HP Door (Without Lock, The best door)
With Lock, it is:
8,6 HP Door + 31 [Valyan Lock] = 39,6 HP Door Locked with Valyan, equalling 13 Makeshift Bombs and 1 Dynastick.