TL;DR - do you prefer ghost or predator (not the movies, cos obviously predator is way better than ghost - certainly has a better scene with the clay)
Personally, I dislike missions that automatically fail when you are spotted, because I'm constantly having to restart or am quick-save/quick-load OCD (optional, please).
I also dislike missions that automatically fail if you are forced into a confrontation and have to kill someone, or there's an accidental death (again, optional).
They force me to play at lower difficulties and miss out on the tougher AI and objectives, simply because sometimes I feel like just shooting that guard rather than spend the next 10 mins waiting for his patrol route to come round so I can follow him down the street. Again. For the third time.
I'm looking for a little feedback from players before I dig into something further.
What's the general feeling of players of the dark mod for things such as:
- Assassination mission options.
- Sword-fights and confrontation instead of patience and sneaking.
- Bow headshots / sniper challenges as the most viable option
- Stuff like dropping crates on people from a little too high up / pulling out a board so that it might drop a tonne of objects onto a group of guards having a chat..? (aka "accidental death").
- Aggressive play-style options and blowing stuff up or sabotage and that kind of thing, as an alternative to a puzzle or switch or number-hunt.
I've a story that fits with the "open-area/hidden places" cross comp. (even though I'm on a trek at the time for a few months) and figured, why not make one anyway cos I'm a little tired of the towns and mansions and problem solving / scripting contraptions thing (and playing towns and mansions and "find the key", no half the town isn't enterable - it's a facade).
No offence intended or intent to belittle anyone's efforts - it's just me - I've had a lot of fun playing many missions (and finding that a rope arrow or a few chairs at the start of a mission means I can climb up and walk over the whole level, directly to the objective).
I'm the sort of player who will knock out the bar wench and systematically pile everyone in the pub on top of her, before covering them with chairs and boxes or maybe using a body as a distraction / target practise.
The storyline I had in mind that I kinda started working on a while back involved - after a short prologue - the player finding themselves in the role of an unwitting pawn in a Pagan ritual, carrying out various tasks for the summoner, on behalf of a Pagan god.
Closest to any kind of pagan-like thing is the servant-classes and the brigands and stuff. Figured these type of "unofficial" character styles would make it easier to cross-over from invisible ghost to fiend.
I don't much like to kill anyone in a uniform, as they're doing their job... But militant religious fanatics and scum-bags, I've no problem putting an arrow in their eye or lobbing their unconscious body over a cliff.
To satisfy all types of playstyles, I thought maybe the difficulty levels could be something like:
- Trickster (perform objectives, quiet or noisy as you like)
- Woodsie Lord (perform objectives with an assassination required)
- Worming Death (the god has decided the whole secret place is an affront and must be cleansed, main objective becomes optional)
But AI'd have to be the same throughout.
As it seems that many people design their FM's here for stealth and many aim for low stealth scores and ghost:
How would it feel, for the Dark Mod / Thief player, to be not only a cut-purse but a cut-throat?