Ok, I'll correct myself : Being reallistic at expense of gameplay is a truly bad idea, but you can consider simulating this effect maybe increasing the sight angle of the AI (only in higher difficulty levels of course). If you plan creating difficulty levels, sure you can offer a more realistic approach at higher level, IMO. Maybe it is me, but i bore when i sneak and see the lack of perception the AI has and how innatural excelent perception it has when is alerted. This dramatical change affects my gameplay experience, because it appears that there is no diffence in perception of the "drunken" AI and the "unaware". Maybe the suggested approach will not be triggering the AI if you are moving at his lateral, maybe increasing chance of detection if you do it "near". Sure Garret has innatural ability of being cloacked but, i don't like the AI not spot me if I am at his side 30 cm breathing over his shoulder. I suggest if you find that a "great idea" crushes gameplay, but still worth it, then consider making available to the higher level of difficulty only . Another thing is that sneaking ability is related directly to the architecture of the map. If you are moving inside a room plenty of statues or columns, you can hide behind easily than just standing in the middle of an empty room. Maybe the fast and easy way to improve gameplay and also realistic, is to increase chance of detection (and show it in the light gem) if you're not stick to a wall or object. I think this does not craps gameplay and improves the way a thief moves: sticking to walls . Lastly... any one can tell me why you can kill a AI with one Headshot when it is unaware and you need 3 or 5 headshots when it is alerted? . Ok, ok i see realistic = not funny