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Author Topic: Keys maybe?  (Read 851 times)

dhoovr

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Keys maybe?
« on: August 23, 2012, 12:16:39 am »

As in keys to open doors.
So I guess there's two way this could be done:
The more simulation route with keys built for specific doors then equipped like a set of armor from a new screen.
Or there's the quick implementation with no new menu but with doors with a professions list to only allow access to certain dwarves.
What do you think?
Sorry if this has been suggested ad nauseum; I rarely browse this subforum. I did a quick search for keys and found the last reference to keys as an object to access doors was from 2008.

My initial rambling train of thought:
Spoiler (click to show/hide)
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dwarfhoplite

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Re: Keys maybe?
« Reply #1 on: August 23, 2012, 09:29:14 am »

Seems interesting, but I just can't think of any use for it. I don't think keys should actually be made. Perhaps assigning dwarfs for the door through Q-menu would be enough.
 
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dizzyelk

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Re: Keys maybe?
« Reply #2 on: August 23, 2012, 09:59:19 am »

I don't see how keys as an object would improve gameplay, but expanding the locking options in the door menu could be helpful.
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Silverionmox

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Re: Keys maybe?
« Reply #3 on: August 23, 2012, 10:22:42 am »

The main problem with this is pathfinding: there is a connectivity map of all areas, and if you were to have different areas to be accessed, there would need to be a different connectivity map for each dwarf. So: not until supercomputers become commonplace, or alternatively, with multithreaded pathfinding, you could add one access profile for each excess core your processor has.
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Jables

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Re: Keys maybe?
« Reply #4 on: August 23, 2012, 11:31:39 am »

It's not quite as bad as different connectivity maps for each dwarf if you're clever with your algorithms. You could make lockable doors disconnect areas and then maintain something like a list of which otherwise disconnected areas are connected by which doors. However, even if pathfinding is computationally feasible it would still require major changes to the pathfinding code, so don't expect Toady to implement this any time soon.
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Adrian

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Re: Keys maybe?
« Reply #5 on: August 23, 2012, 03:00:13 pm »

I don't see how keys as an object would improve gameplay
Maybe in adventure mode, with the upcoming sneaking release
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GreatWyrmGold

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Re: Keys maybe?
« Reply #6 on: August 23, 2012, 03:15:19 pm »

What, swipe a key to open a lock? I'll stick with lockpicks for when I need to break into places.

Remember one of the reasons why the economy sucked so much? The stacks of one or two coins would eventually grow so numerous as to cause FPS to plummet. Imagine that, but with keys. The front door would need a key for every dwarf that would ever go outside, if you want to be able to keep it locked, and at least one for the people stationed to guard it plus one for the military if you generally left it unlocked. Repeat for every door. Yeah, it'd be easier just to abstract keys away and choose certain dwarves that aren't able to pass trough this door or, alternatively, ones who are.
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