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Automatic Key Selection

Explanation:

An option that automatically selects the correct key if you have it (or a lockpick) when you frob a locked door.

Points to bear in mind:

Bad PointThe beauty of the game is that the play is driven by the player's skill at manipulating the world, not limited by the character's skills. This would mean the player would not have to think, and thereby detract from play.

Good PointChoosing the correct key is usually a tedious excercise, and is a matter of cycling rather than any direct thought so there would be no harm in automating it.

Point to bear in mindIt could be considered that being able to look at individual keys, each for specific purposes with their own 'look', is part of the atmosphere and style of the game.

Good nor bad pointIf keys were added to a keyring object, then using this object could operate something like lockpicking. You would hold the use item key/button down and Garrett would go through the keys in a random order trying each out.

Good nor bad pointThis could apply only to generic keys, with special purpose keys kept separate in the inventory.

Possible AlternativeAlternative, The keys are already color coded, for the most part, right? So why not have the door nob base's color coaded to match its corrosponding key.Of course,this would only apply to keys belonging to high class nobels, to even out the "unknown" feeling when you steal a key. Think about it; you steal a key with some green design on it, you'll know its for something in a "high class" or "important" part of the building and would keep an eye out for a door with some similar green design. This wouldnt really take this 'mistery' aspect when it comes to steeling keys because you could have a red key, blue key, and green key, yet still havent found the doors thay go to. Also,If you have a 'generic' key, you wouldnt know if it goes to the cellar, the back gate, or the sewer. This makes the 'social diffrences' between clases in the game more realevant.Its not realistic if a key to the "lord's bedroom" looks like the key to the celler.

The designs can also link to certin people in the game. A good example of this is n T2, the keys found in the bedroom had that cops 'crest' on it.If this is used more in T3, you could do lots of things! For example, say you find a odd looking key in level 2 with a note saying "hears my room key, the money is behind a fake picture". Later in the game around level 6 youve almost forgot about this untill some door design reminds you of the key, you try it and the door opens. As you rush to find the fake painting you say to yourself "cool! I almost for got about this!"

Date Last Update: 12/6/1981

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Current Rating: 2.6Number Of Votes: 10

A Timer
A Way to De-Arm your Bow
Ability to Check Stats InGame
Ability to Place Items
Ability to Redeem/Sell Unused Items
Automatic Key Selection
Avoid Switching Video Modes
Better Access to Notes
Close Maps Using Mouse
Cloth/Card Maps
Customisable Stats
Diary (Replay Feature)
Doom Style Health Face
Draw On Map
Gamma/brightness reference image
Groups Within the Inventory
Incorporate Light Gem into Compass
Interface Screens Too Bright
Keep Maps Vague but Informative
Look at the Contents of Containers
Option to remove health bar
Option to Remove/Resize Lightgem
Pre-Load the Level where possible
Previous Keybind Seaching
Replace LightGem with Human Figure
Searchable AIs
Speed Control Bar
Targettable Jump System
Toggleable AutoEquips