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#1 SneaksieDave

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Posted 13 December 2004 - 05:18 PM

Look what I just came across. It's a good read, and will surely bring a few smiles to any Thief fan's face.

http://www.ttlg.com/...l/exclusive.htm

One of my favorite parts (and quite an eye opener with regard to T3, huh?):

Or take the rope arrow, for example: when you shoot it into wood, it sticks and deploys a rope from the nock of the arrow.  It won't stick into other materials.  Given the scripting and property systems, once we'd implemented ropes in the first place, it was literally only about half an hour's work for me to do rope arrows.  It was all basically about a dozen lines of script code.



#2 sparhawk

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Posted 13 December 2004 - 05:33 PM

Look what I just came across. It's a good read, and will surely bring a few smiles to any Thief fan's face.

http://www.ttlg.com/...l/exclusive.htm

One of my favorite parts (and quite an eye opener with regard to T3, huh?):

Thanks for that link. It really helps for some things we will have to code as well. :)
Gerhard

#3 Springheel

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Posted 13 December 2004 - 06:08 PM

When guards see a body, or bloodstain, they become more alert and start searching around. They remember the experience and never drop to their "unsuspecting" alertness mode again.



Oh, cool. When I thought of that I didn't realize this was in the earlier games. :)
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#4 sparhawk

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Posted 13 December 2004 - 06:11 PM

Oh, cool. When I thought of that I didn't realize this was in the earlier games. :)

Actually that very reference caused me to write my above posting. Very usefull indeed. :)
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#5 oDDity

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Posted 14 December 2004 - 05:51 AM

That doesn't mean much though, you could still knock an AI out after he'd seen a corpse, so what does 'never lose his unsuspecting alertness again' mean in real terms?
I said in another thread I think we should make the all AI go to level 1 alert when two or more AI are 'dealt with' by the player (they can't be BJed), and the more AI the player deals with the higher alert the AI go to (permenantly)
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#6 Springheel

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Posted 14 December 2004 - 08:41 AM

Yeah, I suggested earlier that a guard's acuity (visual, auditory, etc) should increase with each state of alertness. So a shadow may be dark enough to hide you from the sight of relaxed guards, but if they start getting alerted, they'll be more likely to spot you.

That way, even if he puts his sword away and returns to his route, it isn't business as usual. He will be harder to get past. This gives even non-ghosters a reason not to be spotted.
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#7 SneaksieDave

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Posted 14 December 2004 - 10:05 AM

I personally found the fact that you couldn't blackjack a guard with his sword drawn in T3 annoying, and I don't think I was alone in that opinion. It was done right in T1&2 - as long as he doesn't know you're there, you should be able to jack him. (circle-strafe-in-dark bug not included)

#8 oDDity

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Posted 14 December 2004 - 01:33 PM

Yes, but you have to understand, I'm on a mission to nerf the blackjack, or at least balance it, give it a few cons, the only current one being that you have to be right beside the AI to use it (which, let's face it, isn't that hard)
So, an AI becomes unBJable the instant he hears or sees anyting suspicious - no 'what was that?' line first. This means that yur sneak up on an AI will have to be absolutely perfect for a knockout to work.
AI with helmets cannot be knocked out - that makes no sense whatsoever.
If you take out more than two AI on a level, all the AI on that level are constanty expecting trouble and are very wary, their sight and hearing are far more acute so they can no longer be BJed.
I don't think a player should be able to taff through a level knocking out all the AI with no inconveniece to himself.
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#9 Springheel

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Posted 14 December 2004 - 01:37 PM

If we're going to be straying back ON topic, we should move back to the dev forums....
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