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Knocking out Blinded AI


Nightcrawler

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There are no muscles on your head that could be tensed to defend against a hit with a leather bag filled with lead. If you don't dodge or block it with your arm or weapon, you are helpless and if you are blind you can't dodge or block effectively. I'm doing some LARP fighting and seeing the enemy weapon is the only way to dodge it or block it on purpose! Besides this, we don't see the guards dodging or blocking anything, even when they are not blinded and still the problem persists how to get a stuck player out. In reality you would just push the blinded guards over or knock their weapon aside or even grapple it out of their hand...

 

It is right, but when you prepare for a hit, you still can weather it better. Otherwise you would not be able to headbutt another person without KOing yourself in a fight. So I think preparedness should be a factor in how easy or not you can be blackjacked. With this in mind, another option would be to link the hitbox size for blackjacking to the alert state of the guard. Helmeted, full alert guards could have an almost impossible to hit size, while the size does not change much for civilians. Then, the size might be increased, when an AI is blinded, making it easier to KO him, but if he was alerted before, it would be a challenge... Of course, this would take quite a lot of work...

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...and be hard to convey to the player.

Exactly. You known before I saw the table posted here somewhere earlier, I always assumed it was impossible to blackjack helmeted guards at all because this would have been common sense :). Therefore my plea to connect blackjacking with the weapon fully drawn! Nobody would try to knock someone out from the front with a small stick if the latter is holding a sword, only from the back would make sense then. In case of the blinded guards these could lower their swords in confusion so it would be very clear, that they can be hit from the front again!

Edited by wesp5
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