snatcher Posted June 17, 2022 Report Share Posted June 17, 2022 (edited) In the light of a post by Obsttorte, I am opening a dedicated topic for discussion: Quote While we are talking about frobbing there is something else that came to my mind. Interacting with doors when running away from the guards (yes, not all of us ghost) is extremely clumsy sometimes. I like to propose that the door behaviour differs if the player is running when frobbing a door in a manner that when opening the door it gets opened faster, but propagates a suspicious sound upon doing so when closing the door, the closing is in addition delayed. This would mimic that player closes the door behind himself. Note that player interaction via frob is limited to what the player has in front of himself, whereas irl you can easely slam a door close behind you. This would make the approach of running away, including the usage of tools like the flashbomb, much more useful as compared to just quickloading, which is, in all honesty, currently the best strategy under almost all circumstances. I thing there is a gain for gameplay here, and the changes should be minor. But I would like to get some feedback, just in case I have overseen an important aspect. Some thoughts of mine, trying to keep existing mechanics in mind: The feature should work with regular, standard doors only: avoid sliding / custom / fancy-opening doors... Locked doors will stop you to a halt, obviously. The door-opening animation must be way faster, obviously. Because doors can open towards you, we will probably have to make doors frobable before their time (when running). Forget, at least for now, about "slamming doors close" when running. Not only it is difficult to achieve with the mouse and keyboard but it would make AI following you look clumsy (unless they learn to slam doors as well). Let's not think about "slam door sounds" for now. Current sounds perhaps work just fine. And now the fun stuff: To keep things simple, slamming a door open would make AI react just like if a heavy object was thrown to a non-carpeted floor in that point. AI that is right behind that door gets pushed away (if the door opens towards them, that is). What's important here is that nearby AI get out of your way. We can further elaborate the idea: On duty: AI gets pushed and fall to the floor but stand up right after OR AI gets pushed and goes into "flash-bomb" mode. Civilians: Random possibility for civilians to remain permanently knocked out on the floor? Undead: I don't know. Zombies get torn to pieces? Discuss! Edited June 17, 2022 by snatcher Quote Link to comment Share on other sites More sharing options...
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