Perhaps a new tool which is less OP such as a power generator might help in breaking these combination locks?
That would have to cost an obscene amount of money to be reasonable, not to mention greatly undermine the biggest strength - the unique strength - of a powered pit.
http://castledraft.com/editor/G53fUB The most extreme case I can think of quickly would currently cost one at least $13400 to brute force if I'm not mistaken....and it still wouldn't do you any good against an island combo lock.
$5000 is fair enough, since you can't see what's at the back without using a saw... it's still a guess if you directly power up the generator, might even waste the generator for nothing or even worst, a death if you do not bring enough additional tools...
]]>My house doesn't have a combo lock and it's in the middle class range. Rob me
Your's that one with the arrow made of indicator lights ain't it? Only one I remember that didn't have a comb lock (at least up until the part I reached).
Magic dance is a combo lock too like 4 steps forward 1 step back 7 1 4 2. You just need to exploit the weakness of this lock, like get to the dancing dog and figure the combo out or left this house behind. And most houses are built to be 2k safe.
I have, in two different occasions, successfully guessed magic dances that extended all the way from the entrance to the top corner of the house. I have never successfully guessed a comb lock even though I'm faced with them 10x more often.
Still, I suppose this won't be changed so I'll just stop whining now.
]]>$13400
For common items like saws you're better off considering the opportunity cost of not selling the saw (instead of the buy cost). A more realistic cost of tearing through that map would be 29 * 200 + 1800 = 7600.
]]>Perhaps a new tool which is less OP such as a power generator might help in breaking these combination locks?
That would have to cost an obscene amount of money to be reasonable, not to mention greatly undermine the biggest strength - the unique strength - of a powered pit.
http://castledraft.com/editor/G53fUB The most extreme case I can think of quickly would currently cost one at least $13400 to brute force if I'm not mistaken.
...and it still wouldn't do you any good against an island combo lock.
]]>The bottom left of the map seems to be the favourite spot for fake combo locks.
Only the fake ones?
]]>I'm half way up the front page, and have been the very top house with the same design, and have a house that is incredibly easy to figure out with a single scouting trip and no tools.
It's always easy when you built it yourself
*
Also, I fibbed slightly when I said I don't have a combo lock. But I'm sure you'll agree this kind of thing hardly counts.
http://castledraft.com/editor/c8C9wM
I call it "Despair".
]]>I don't think combo locks are overpowered at all at the moment, although magic dances are pretty annoying.
]]>Also, the math on combo locks isn't as oppressive as you may first suspect. Because you generally get one try from each "level".
For example, with a 5 button combo lock, there are 2^5 = 32 states the buttons could be in, but there are two of them that you know -cannot- be the solution: all pressed and all unpressed.
There are 5 possible 1-pressed combinations. You get one guess at this level. If the combo is one of these, your success chance in 1 in 5.
There are 10 possible 2-pressed combinations. You get one guess at this level.
There are 10 possible 3-pressed. 5 possible 4-pressed.
So your odds of guessing a 5 button combo lock with no tools are either 1 in 10 or 1 in 5, depending on how they wired it. That's already way higher than the 1 in 32 the combo lock salesman promised.
But if we bring in tools, then we can do even better! Let's assume the combo is either on level 2 or level 3 (since those are the hardest to guess anyway).
Using one saw, we can make the following guesses:
1, 12, 123, 13, 134, 1345
Our odds of guessing through the combo lock are now 1 in 5, regardless of what level the combination is on.
Using two saws, we can guess like this:
1, 12, 123, 13, 134, 34, 345
So we assume the combo isn't on level 4, and we make 3 guessed each on levels 2 and 3. Our odds of guessing a combo on that level with this approach are 3 in 10. Unfortunately by sawing 2 buttons this way we give up our chance to make a guess on level 4.
4 button combo locks are even easier to guess through. The odds for each level are 1 in 4, 1 in 6, and 1 in 4. With one saw you can take two tries each on level 2 and level 3, making your odds 1 in 4, 1 in 3, and 1 in 2 (depending on what level the combo is on). This is on par with your odds of guessing through branching paths.
Of course, this is assuming that players choose their combos at random, by rolling dice or something. But they really don't. Players will choose combos that "feel random" thinking that it makes the combination harder to guess. This bias will make some combinations appear more frequently than others. If you take notes on what combos you find you can raise your odds even higher.
]]>Even if you can see the WHOLE map, NP-Hard puzzles are still possible (as in: can likely not be solved in a non-exponential amount of work by a computer or a human).
But we didn't need blueprints to demonstrate it, because it was already theoretically provable: the systems in the game are suitably powerful that they can represent boolean logic statement [(A or B or C) and (D or not B or F) and (not A or not F or E)]. As soon as you can do that, you can encode boolean satisfiability problems in the game maps themselves, where reaching the vault without tools requires finding a set of true/false assignments for A, B, C, D, etc, that make the whole statement true. There is no known algorithm for finding a valid truth assignment for these kinds of problems in a non-exponential number of steps. Effectively, solving methods boil down to trying all possible assignments. For N variables, there are 2^N possible assignments.
This means that even with the map in hand, you'd be staring at 16 buttons and couldn't figure out which ones to press without running through close to 65,000 possibilities on paper.
And even if we eliminate all electronics, I suspect that there are "dog and maze and pit" constructions for where having the full map doesn't help much either. There can be an exponential number of paths through a branching dog/pit maze, and no clear algorithm for picking the right path without going through all possible paths on paper.
This is a hard computer science fact that we will never get around. Any sufficiently powerful system can be used to build puzzles for which there is no known way to solve them in a non-exponential number of steps.
The only solution is to give people tools to bypass these things when necessary. By making these tools precious, tactical, opportunistic tool use is still possible, and the game becomes one of looking for weaknesses to exploit with the fewest and cheapest tools. That's still kind of puzzle-like, but not in the hard Rubik's sense of the word. More like Dishonored: tactical puzzles.
]]>Here's why this tool wouldn't work:
Suppose you have a tool that lets you detect whether a bit of wired wall, or a wire, or a switch is linked to a voltage triggered switch or an inverted voltage triggered switch...
It would cost more space but one could link the output from THAT voltage triggered switch to another voltage triggered switch...or not, or do it randomly across half of the digits of the combo lock.
In other words, unless you can see that the combo lock is compact you'd have no way of knowing whether the tool is giving you good information.
So at best this tool would be merely inconvenient for people who want to build combo locks and know what they're doing.
This is why combo locks aren't literally hitler:
A combo lock simply has the lowest probability per space of being guessed correctly and allowing a robber to pass an obstacle without using tools.
Every possible defense in this game is based on the robber being unable to know what to do to get by without tools and the most efficient defenses can only maximize the cost and rarity of the tools required to brute force them while minimizing the probability of a robber guessing their way past it, preferably while costing the robber as many tools as possible to not die from an incorrect guess.
These hard defenses combined with commitment gates may make up almost the entirety of the defenses one can build. Off the top of my head the only other kind is anything designed to confuse a robber, such as a maze or a number of hallways intended to make you forget how many you've passed before you see dogs.
tl;dr of final paragraph: why the rage against combo locks but not "guess the correct commitment gate!" houses? Because the chance of getting it right (ignoring whether you've got instant feedback if it is right) is 1 in 2^[number of digits] as opposed to 1 in [number of commitment hallways]?
You're not really supposed to be able to get through a competent house without tools, unless that is/is part of the house owner's intent.
Addendum:
...showing every other electronic component connected to it. ...
Oh...hmm...so reading that more carefully...if I understand this correctly...you'd want to see the entire circuit by plonking this thing on a button or something...
Wouldn't that make any circuit a robber can reach a liability?
Not to mention there'd still be ways to make that far more costly for a robber... cats can press buttons quite far away after all...