SangRahl Posted November 12, 2008 Share Posted November 12, 2008 Two skills that I have utilized since FO1 are Lockpicking and Science. There's nothing like being able to hack through a few layers of encryption to deactivate security systems, and then finesse your way into a secure room/locker for some sweet piece of kit, or an item for an unnamed employer. And now, with the minigames introduced in FO3 (on my top5 list of favorite features) the sense of accomplishment is even greater... unless I happened upon a key or passcode on the way in. Then, I have no option to attempt on my own, but am stuck using the acquired easy-entry method, and forgo the experience stipend of entering by my own means. (Not a major issue, I know... but still annoying.) Sure, I understand that there are some locks that are meant to be opened ONLY with a specific key (Ted's Stash in Arlington, or any of the Vender's Inventory lockers [to prevent cyclic selling/stealing for profit], for example)... but there have been a few doors that can not only be picked, but electronically unlocked, as well... Unless you have already discovered and looted the key/code. (Rocksalt is my most recent example of this) If it were possible, I'd prefer having an actual keyring that could become as choked up and confusing as a janitor's. Only those keys that were specifically given to you by another NPC, or are immediately known to be for a specific location/item (ie: Vender Inventory keys looted after death of said Vender) would be marked accordingly. The rest would be a hodgepodge of unmarked keys, to be used on lockers/doors when no other lockpick method is known. (Having a single key that not only opens a door that could have been picked/hacked, but also a few other locked items inside isn't really logical.) Then, once an 'unknown' key has been used, it would be marked accordingly. (perhaps in FO4, or maybe FO3:ep2, if they go that route... heheheh) At the very least, having the option of using/trying a procured key/code versus getting out the trusty bobby pin and screwdriver or cracking my knuckles over a keyboard would be prefered. **edit: Just finished reclearing the Tepid Sewers from a previous save... grand total was one key that opened a door, a suitcase, a grenade box, and a floor safe... The first time, I couldn't be sure that any of them were pickable, as I'd already snagged the key, and had no way of removing it from my inventory to attempt opening on my own. The second time 'round, I found that they ALL were indeed pickable (the door was both pickable and hackable with a nearby terminal... the first time all I could attempt was accessing the terminal, due to already possessing the key). Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.