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Add Maintenance Closet to Island Prison #43148

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MrMonkeyArms
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@MrMonkeyArms MrMonkeyArms commented Aug 23, 2020

Add Maintenance Closet to Island Prison

Summary

SUMMARY: Balance "Add Maintenance Closet to Island Prison"

Purpose of change

The improvised lockpick recipe changes in #39928 (unintentionally) broke the flow of the Island Prison scenario. If a player manages to take care of the island's tank, they do not have access to any resources on the island which they can use to craft improvised lockpicks - due to the new requirements of bolt turning, fine hammering or metal sawing. This prohibits access to the inner prison which is locked behind closed metal bar doors (without first leaving the island to later return with either lockpicks or tools).

Describe the solution

This change creates a small (external) maintenance closet which contains a mop, bucket and either a hammer or a set of pliers (locked behind a wooden smashable door)

With either of these tools, improvised lockpicks are now accessible which allows access to the broader prison without first leaving the island. The closet is difficult to get to without first clearing the tank and starting zeds.

Describe alternatives you've considered

  • Changing the lockpick recipe based on wire to use regular hammering instead of fine hammering (may have an unbalancing affect on other scenarios)
  • Unlocking the island prison's metal bar doors (not very realistic in an island prison)
  • Putting a key item on the island's hulk that unlocks prison doors (apparently not existing functionality and would require broader systems to be implemented)
  • I have intentionally not included a hacksaw in the items that can be spawned as I think this would provide too much of a boost to the player early game

Testing

Played through several games with the new scenario map.

Additional context

Closet can be viewed here: https://imgur.com/a/CQTS4wu

Add maintenance closet to island prison
@MrMonkeyArms MrMonkeyArms marked this pull request as ready for review August 23, 2020 11:44
@Night-Pryanik
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I did a lotta work on making crafting lockpicks harder in this scenario. Placing a shed with these tools right next to the starting point effectively nullifies all my effort and breaks the intended balance even more.
I'm not against spawning these tools per se, but it would be much better if you relocate the shed inside the inner prison territory. Or maybe just add a guaranteed spawn of these tools in some of the existing lockers, for example in the veterinarian's office, or right after the visitor's area. There are ways to get inside the prison itself even after you get rid of the hulk, and thus finding the tools required to craft lockpicks after you get past the perimeter could be considered as a good reward.

@kevingranade
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Agreed, the meta of, "craft lockpicks and then have the run of the prison" is more accidental than intended. Prisons are one of the places where I actually expect many of the locks to be unpickable or at least extremely difficult to pick, and I'm not particularly interested in changes to the scenario to reinforce that meta.

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3 participants