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Xoza

Simplify but Stage Vehicle Theft Interactions

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Ideas

  1. Add a vehicle interaction at a door (removing ctrl-X) to 'lockpick' the vehicle.
    • Make it a lot easier to lockpick a vehicle to gain entry, maybe reduce time as well. (as you could just smash a window)
    • Make it so you have various chances and outcomes. You could unlock, but still trigger an alarm, you could fail, but not trigger an alarm.
  2. Require another lockpick to start the vehicle if off (now that vehicle on/off is synced better)
    • Maybe reduce the price of lockpicks by a very slight margin.
  3. The whole interaction should take just a little bit longer than your current usual lockpick. Entry should be much shorter than starting the vehicle. For added security, players would 'not leave their keys in the car' and turn them off regularly.

Stages (Based on the value of a vehicle (formulas available for development) examples below based on a Elegy Retro Custom). 

  1. Lockpick Vehicle (uses one lockpick)
    • Success = 60%-12.5% (bonus based vehicle value) - Same chance to trigger the alarm, this way you can unlock the vehicle, but still trigger the alarm.
    • Failure = 40%+12.5% - Same chance to trigger alarm, that way you can fail, without triggering the alarm, but didn't unlock the doors.
  2. Start the vehicle (if off, if you don't have keys a 'timer' will start and use one lockpick at the end)
    • Success = 40%-12.5% (bonus based vehicle value) - Same chance to trigger the alarm when starting the vehicle. Vehicle starts, but alarm could be going off while you're driving it.
    • Failure = 60%+12.5% - Same chance to trigger alarm, that way you can fail, without triggering the alarm, but not get the car started.
Edited by Xoza
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