Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Thoughts on forbidding doors  (Read 926 times)

CrzyMonkeyNinja

  • Bay Watcher
  • He strikes from above...
    • View Profile
Thoughts on forbidding doors
« on: July 24, 2014, 01:07:05 pm »

So, my brother just had a small zombie siege and experienced the age-old Boatmurdered problem of having an object stopping a defensive door from closing. It's relatively easy to clear debris from doors these days with a garbage dump and all, but it still got me thinking about forbidding doors in general. My thought was that if we made forbidding a door an actual job, as in a dwarf would need to approach the door and lock it manually, it would be simple to have the dwarf doing this move whatever is blocking the door as part of the job. It would also make the whole process somewhat more believable than having the door simply lock itself at the whim of an invisible overseer.

Now, I'm sure this would make some things that require many forbidden doors, maybe some megaprojects of some sorts, rather more difficult, so perhaps one could even make "forbidding" and "locking" different functions. Forbidding would tell dwarves that they shouldn't go through the door, but leave it accessible by hostile entities who don't care about your stupid rules. Locking would prevent the door from being opened by dwarves, hostiles, levers, anything.

If locking were to be a separate function, then that brings up a new question: do all doors have locks? As in, will doors need to have "lock" mechanisms applied to them by mechanics in order for them to be lockable? and would all dwarves have keys, or simply be able to lock them with a slide-bar or latch of some sort? If locks are separate, then perhaps there could be locksmiths as an additional mechanic labor, and if not all dwarves have keys, then perhaps there could also be a new "key-keeper" noble.

Just some little musings on the subject of forbidding doors. Thanks for whatever attention you give them.
Logged
“I do not love the bright sword for it's sharpness, nor the arrow for it's swiftness, nor the warrior for his glory. I love only that which they defend” - J.R.R. Tolkien

iceball3

  • Bay Watcher
  • Miaou~
    • View Profile
    • My DA
Re: Thoughts on forbidding doors
« Reply #1 on: July 25, 2014, 09:47:56 am »

While the suggestion is nifty for the most part, a good way to regulate the issues you're having is through application of exterior defenses and construction as well as use of drawbridges and pits. It'll be a bit harder to make pits of acceptable depth as of the new version, but it'll still be worth a shot.
Logged

YAHG

  • Bay Watcher
    • View Profile
Re: Thoughts on forbidding doors
« Reply #2 on: July 25, 2014, 10:05:45 am »

If you do something like this it would be helpful to have
item/building tags on the doors themselves that would allow
them to be lockable/unlockable/lockable by will of invisible
overseer (magic doors etc.). Also of use would be the
ability to set lock castes similar to reaction tags. 

If we are going to have keys then obviously it makes sense
to have tags on tools, 'can use tools' on either tools as
they are or tools merged with weapons and creature attacks
for interactions with objects such as doors, these keys can
unlock all/wooden/dwarven or other categories of dwarves.
Since interactions can already remove tags this would be
good for certain types of lock picking (forced entry)

This would allow us to have creatures that can naitively
pick locks of certain types (think gremlins with various
castes with differing lock picking abilities), picking doors
with a weapon (shove a spear in the keyhole and break
mechanism, they don't destroy the door just the lock).

Of course if it was possible to do picking locks and locking
locks as actions with the mechanics or a different/new skill
you could have doors pickable by certain skill
levels/speeds. Doors that can be picked by any skill level
where skill determines speed and doors that cannot be picked
until a threshold skill level is passed.

Linking lock picking to skill like that may also make it
possible for a tool/weapon to have +skill to action (eg.
master gremlin lock-picking set gives +10 to lock picking
skill when used{maybe also leave for people to use syndrome
commands to effect skills via dfhack as they can do this
already to a degree})

MightyEvilPunk

  • Bay Watcher
    • View Profile
Re: Thoughts on forbidding doors
« Reply #3 on: August 08, 2014, 01:07:01 am »

I like the idea of dwarf nedeed to lock/unlock door and lockpicking skill in adventure mode, but noble seems to me a bit excessive:)
Logged

Deboche

  • Bay Watcher
    • View Profile
Re: Thoughts on forbidding doors
« Reply #4 on: August 08, 2014, 04:08:44 am »

If a door is attached to a lever it should just close and the item should get shoved into an adjacent tile
Logged