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Noisemaker Concepts


god_is_my_goldfish

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Good point. I noticed Thief 2 doesn't have an arrow tip on their's. Makes sense that you don't want it lodged into a wall, showing where it came from. Maybe some code can be created to make the noisemaker fall in a random fashion to the floor when it hits something, so it doesn't reveal which direction it came from. I say this because I think in T2 it usually fell straight down, unless you shot it from an angle. I think our's should have some sort of tip on it, though -- even if it's just a very dull arrowhead. It looks kind've funny without anything...

Take it from me; it NEVER stopped moving where it landed. It skids and slides and bounces everywhere, till it looses all its momentum. I always find it buried in some dark corner somewhere aways from where I aimed it. And the darn thing is so thin, and so hard to see, it's practically invisible in the dark. I'm not complainging though - Makes for fun trying to retreive it, ahd probably balances out their powerfulness a bit. I can't collect it again in a pinch, cause it takes so much time. So I can't use the same one to rappidly and constantly keep luring the guards away.

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Oh, excellent then ;) Sounds like my recollection of T2 is a bit skewed (hehe). To make our noisemakers easier to find, perhaps we should give our thief a birdcall whistle that can be used at any time. The sound frequencies eminating from the birdcall would resonate inside of the noisemaker chamber (if the arrow is laying nearby), causing it to subtly vibrate on the floor. The vibrations would give off a faint sound, making it possible to hear where it is. Or maybe the birdcall whistle makes the noisemaker give off a faint glow (magic) ;)

 

Okay, I'm kind've kidding. But part of me thinks this would be kind've cool, too.

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PS: The arrow in my noisemaker arrow drawings are blue in color. I wasn't saying they should be that color for the game, of course. They would need to be colored/textured appropriately. Since the internal mechanics discussion seems to have settled down, I'll work on refining the exterior design/texture of the arrow for the concepts. Although, 3-D modellers should feel free to try their hand at it in the interim, if they feel so inclined.

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LOL. But what about the arrow's response to the birdcall be a result of magic? ;) That way it's not totally necessary to explain. I don't think the arrow should light up from 100 ft away -- that'd act too much like T3's loot glint :D ... Rather, if you get into the general vicinity of where you think the arrow is (within 10 feet?) and blow the whistle, it will react. It's not meant to make finding the noisemaker totally easy Also not meant to be totally pointless. Just a help for when it falls into a dark, dark corner. Bah, I'm cool without it. Was just responding to your thoughts of it being hard to find, even though you found the search fun.

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