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While some player can open 1 lock in 3 tries, some require 30.
As screwdrivers don't grow on apple tree I'd suggest that placing a lock should cost FP or need mainteniance from the owner every X days. So something similar.
Can't understand why locks should use a different game mechanic from chests or zappers.
In the real world a lock on a bicycle will slow down theft at best and is mainly there to raise suspicion in crowded places. A bike left unattended will be gone the next day locked or not.
So i would suggest to make locks realistic, a bycicle lock can be broken with a bolt cutter, a car can be lockpicked or you smash the window, to start it without a key you need to shortcut it as well. Cars of course need an alarm so you know when someone is trying to steal it and it will attract puppets as well to make it more time consuming to steal an owned car.
Items needed would be bolt cutters, car alarm (working, since we can already find it).
Explosive traps that set off when you start the vehicle without a key, that require demining, same rules as regular mines apply. This will make sure the vehicle will either remain in use or respawn, rather than stuck somewhere unused.
If we can break down the doors of world buildings/garages with force it would also reduce the trouble of locks everywhere.
Thats for the pvp server and on pve there need to be a limit to how many locks one can place and above that limit they start to decay. Of course adjustable values in server settings.