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Why Doesn't This Ever Happen?


AtariThief

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Why is it that when you sneak up behind a guard a scare them they don't fall on the ground with a heart attack? I mean imagine, it is late and your a guard on typical guard duty when suddenly "Boo!" (A thief screams "Boo" three inches from your ear. If you don't jump something is wrong with you.

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One thing I really liked about TDS was how you could mug people by pulling out a weapon and threatening them - really funny to watch them running shitscared away (not exactly stealthy, but certainly fun...) :lol:

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Just picking up off someone else's idea (muffler arrow, i think) it'd be rather groovy if you could sneak behind a guard, then slap his ears to deafen and disorientate him - the same premise as the 'bang' portion of flash-bang. I'm sure this could be a useful skill if you were unable to KO a guard, but needed to get past him - he wouldn't be able to follow because he'd be so dizzy, and couldn't work out where you'd gone because he was deaf.

--

Somethin' fishy's goin' on here... Come on out, you taffer!

 

~The Fishy Taffer

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Actually, that opens up another idea on AI. If you sneak around in the dark, jump out and KO/kill a guard, then dissapear into the shadows, you'd expect that some of the guards would lose their nerve, at least a little bit, and you could progress with all kinds of psychological warfare stuff (like throwing boxes and objects around) to freak out guards until they have a full on panic attack, drop their weapons and run away. Obviously most guards should not be so easily scared, that would be silly, but maybe guards could have a "fear factor" that determines how easily scared they are, and how likely they are to run screaming like a sissy girl :lol:

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  • 2 years later...

I know, way to go on a (maybe) dead topic, but I alwas liked the idea of staying hidden and bring horror upon someone. Guard after guard vanishing without a sound, the rest of them first sounding the alarm, chasing around and when only two are left... :ph34r:

Something like that. The idea of hints not only giving something like alarm and "furiosity" but also fear. When it suddenly becomes unnaturally silent, where a guard should be.

 

Of course, such things shurely could be scripted, but it would add a new way of handling the game. On the other side it would brake the old gameplay.

 

Maybe it would be worth a discussion. Hadn't been much of that, as far as I know. There is really just no feedback in this topic.

If my English is bad I am very sorry. It's not my mother tongue.

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There is really just no feedback in this topic.

 

That might be because giving guards a heart attack is a dumb idea...and more than two and a half years old. :mellow:

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The instant reaction of guards to being spooked may be fear, but given their moodiness that comes with the job, that fear would soon turn to surliness as they search for the perpetrator. So the "fear factor" won't be much more than a few initial sound bytes.

Loose BOWELS are the first sign of THE CHOLERA MORBUS!
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A fear factor might be appropriate for a certain mission (such as a haunted catacomb or mansion) but it wouldn't make much sense for a GUARD, whose job is to be ready for anything, to get scared or spooked by boxes falling over and such, or to get anything but aggressive when someone slapped them around the ears.

 

Therefore, it shouldn't be anything for the team behind TDM to even consider. If someone needs/wants it in their mission, they can then, personally, start looking into it.

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@sparhwak: I think you misunderstood. You make them disappear. First theres great trouble for you (because of alarms and so on), but at the end the guards just might flip out - as long as noone knows, you are there.

 

But like I said, it would kill the gameplay. Would be great for another game, but not for this one.

If my English is bad I am very sorry. It's not my mother tongue.

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