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  1. I've been designing around avoiding AIs/ghosting, as blackjacking/killing simply removes the AI from game, no pathing, conversations, interactions, ramifications, etc. I've tried to not overlook other gameplay, by trying to have blackjacking challenging and figuring if players want it easy, they'll simply put an arrow in things. I wish to invest my building time efficiently and adapt to player desires. I know folks don't appreciate too many restrictions (like no killing/conking objectives) and I obviously want to accommodate as many different playstyles as possible within the story/scene/
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