Lockpicking
Lockpicking is a way to open locked doors. It is a less noisy way to open doors compared to a crowbar, which can be used if you have high enough strength to noisily break open a door. Lockpicks require mechanics, a lockpicking tool, and use the dexterity attribute.
- Lockpicking allows one access to the Locksmith proficiency upon mastery, making lockpicking even easier.
- Lockpicking creates no noise. It can set off alarms, but the likelihood is reduced.
- Failing to pick a gunsafe can jam the lock. Forcing you to use brute force to open the safe. Which can damage the contents.
- There are doors, chainlink fences, and gunsafes you can unlock with mechanical tools.
- To unlock the normal safes you can find in places like banks or doctor's offices, you cannot use lockpicking tools. You need to not be deaf, and use a Stethoscope to crack the safe. An Enhanced Hearing CBM may be used in place of a Stethoscope. Or, you can try your luck by messing with the lock by examining the safe.(one in 27000 chance).
- Deaf character cannot crack mechanical safes.
- Some gunsafes are electronical, and can only be opened with electronic hack tools, and the computer skill.
Technical Stuff
First, we should calculate the "weighted skill average" by using the following formula :
weighted skill average = (3*Devices skill + Mechanics skill) / 4
Then we calculate the "weighted stat average" through using:
weighted stat average = (6* dexterity + 2* perception + intelligence) / 9
After that we get the "tool effect", if the tool effect gives a bonus if it's higher than three, or a penalty if below three:
tool effect = ( lockpick quality- 3 ) - ( tool damage / 2000.0 )
Then we take proficiency into account:
proficiency effect = -3 without lockpicking proficiency, or 0 with basic lockpicking proficiency, or 3 with locksmith proficiency.
With the values above ready, we calculate the "mean roll" by doing:
mean roll = weighted skill average + ( weighted stat average / 4 ) + proficiency effect + tool effect
The "pick roll" is generated by "mean roll" with a standard deviation of 2, basic idea being: about 2/3 of rolls will come within 2 points of the "mean_roll".
pick_roll = std::round( normal_roll( mean_roll, 2 ) );
As of 0.F-2 stable, the game picks a random number within 0-12 (generated by 3d5-3, which means higher chance to have a result near 6 and lower chance near 0 or 12) to be chosen as the "lock roll". This is planned to be replaced by lock difficulty of each lock in the future.
Now, if your "pick roll" is higher than or equal to "lock roll", you will successfully pick the lock.
If "lock roll" is higher than "pick roll", you will fail.
If "lock roll" is higher than ( 1.5 * "pick roll" ), you will fail AND damage your lockpicking tool.
If you are lockpicking a gun safe and "lock roll" is higher than (3 * "pick roll"), you will fail AND your clumsy attempt will jam the lock.
List of lockpicking tools
In order of pick quality. Higher is better.