john9818a on 27/7/2013 at 17:03
Thief only keeps track of AI who were killed or KO but it would seem plausible if in the later mission it was explained that the attempt on the character's life failed and he/she was still alive. It just wouldn't be accurate in the campaign stats unless you subtract one from the total kills.
Cavalorn on 28/7/2013 at 23:06
Quote Posted by gnartsch
Which part ?
The original set of Yandro's questions or the updated ones ??? :confused:
The original.
Renault on 29/7/2013 at 00:10
Add one more vote to "it would bother me." One of the main reasons being, it should be easy to set up the "don't kill any civilians" objective (as previously mentioned), and I believe it's very un-Garrettlike to go around killing civilians, even on the easiest difficulty level. No one is saying you have to play like a ghost or play violence free, but there should always be a ban on Garrett killing AI that aren't a threat to him, IMO, especially if they are a named character and someone of importance to the mission or campaign. The Garrett I know just wouldn't do that.
And of course, running into someone whom you've previously killed is about as immersion breaking as it gets, but that part seems obvious. And I don't really like the idea of just deleting future conversations if you kill someone, because this type of penalty isn't likely to be known to the player ahead of time.
Yandros on 29/7/2013 at 03:57
One can also indirectly enforce this by denying the player of the sword and broadheads, but that's generally not something I like to do unless the story makes it plausible. I think I'll probably just go with a "don't kill innocents" objective in every mission. In the mission currently being tested, about half of the guards are also named, at least in texts, but I may avoid naming them when you pick up the body to avoid this issue. If I name them, I have to make sure they don't reappear in the revisit mission.
spiderman92 on 29/7/2013 at 14:28
very interesting question, current games use this way ,in few words, the fundamental characters can't die , a script to make them invulnerable, . Instead I like games where there's a respawn of people around.(non-essential A.I.) for example, passers-by,pets ,guards it would be nice to see new people every time :angel: Lately I'm playing HomeFront and simply the crosshair turns green on friends
:)
JarlFrank on 29/7/2013 at 19:46
Can't you just impose a no kill limit on the specific characters that have to survive? That would be the optimal solution.
EmperorSteele on 29/7/2013 at 23:12
Jarl: Well depending on how many characters we're talking about here, that might NOT be optimal. I mean, imagine you open up a mission and one of the objectives says "Don't kill Kevel, Ryan, Veronica, Benny, Luthor or Yvette" and you have NO idea who's who until you knock them out and pick them up. I get the impression that some of the NPCs Yandros is talking about are guards, which makes this trickier for the player (as opposed to don't kill any innocents).
He could give each of the "important" NPCs a tell-tale visual cue, like, say, a blue arm-band. But then you'd have an objective saying "Don't kill anyone wearing a blue arm-band" and it would seem really arbitrary unless it were weaved into the plot somehow.
GUFF on 30/7/2013 at 07:24
It's very okay of you to expect a timeline of "Expert" difficulty only, I'd say. Remember that even the original games did this. Basso was rescued by Garrett from Cragscleft only on Expert, for example, and conversations between guards that were clearly the same guards happened repeatedly ending in that one conversation in Thief 2 where one of them is sick and talking to Benny about how they keep getting fired from places that Garrett breaks into.
ValmontPhl on 30/7/2013 at 15:31
It might break immersion but can those npc be not killable, as in nothing affects them save bj/gas for knockout?
Or let it all be. You are looking for realistic plausibility in a game where people cast flaming hammers at you when running away from rat or ape people in the lair of a biped praying mantis
And zombies.....
bassoferrol on 30/7/2013 at 17:11
Just for aesthetic reasons... but is there a way to make a guard (or any other person) always fall facing downwards when you blackjack them. How is that controlled? You know, looking at the ceiling while floating on a surface never appealed to me.