Navyhacker006 on 16/4/2006 at 16:20
Quote Posted by Clyp
I've seen this thing implemented, but can't remember which game it was...
Prince of Persia: Sands of Time had him make some quips when you died.
S_Hole on 16/4/2006 at 18:05
that one WWII game.. i think it was brothers in arms or something.. had something like this
like if you died 10 times in a row in the same spot, a dialog came up that read "war is hell, but a game shouldn't", and it gave an option to heal the entire squad to make the spot a bit easier
too bad the game was hell anyway
Clyp on 16/4/2006 at 22:21
Quote Posted by Navyhacker006
Prince of Persia: Sands of Time had him make some quips when you died.
Yea I think that was it.
Neil_McCauley on 16/4/2006 at 23:28
Quote Posted by Soul Shaker
Wouldn't that just give more reason to die?
@ Cerebration, they do, in fact. (mind you, this is what i've heard)
In expert TDS, they have a search stamina of something like 1.12 or 1.13 in expert. TDP and TMA, they have something like 1.5 or so. I'm pretty sure that there's a mod that does this...
I thought it was unrealistic that the guards see you, you run and hide, then they go back to "normal" (of course, in some missions, they sound the alarm). In some missions you hear them say, "be on alert, there's a thief taffin' about", but are they really on higher alert? They should be on constant alert, looking for you. But what the hell do I know about AI programming? Not a damn thing. In any case, the Thief games have the most complex AI I've yet come across (I'm not a modern gamer).
TTK12G3 on 16/4/2006 at 23:42
Quote Posted by Navyhacker006
Prince of Persia: Sands of Time had him make some quips when you died.
" Nono! That's not how it happened. Let me stop smoking from my hooka and try to get it right this time."
may get annoying after awhile. I prefer a simple death groan.
Soul Shaker on 17/4/2006 at 12:33
Quote Posted by Neil_McCauley
I thought it was unrealistic that the guards see you, you run and hide, then they go back to "normal" (of course, in some missions, they sound the alarm). In some missions you hear them say, "be on alert, there's a thief taffin' about", but are they really on higher alert? They should be on constant alert, looking for you. But what the hell do I know about AI programming? Not a damn thing. In any case, the Thief games have the most complex AI I've yet come across (I'm not a modern gamer).
Try watching them set off the alarm in framed, and you've met your kill/KO quota...you'll wish it was less advanced. (that was before I discovered the switch)
But, each AI has an action and usually a line or two, to represent how alert they are. That's why you can run into a room and blackjack someone who seems alert, but the actions happen before the alertness change. They move up in alertness level and must perform an action for each, so, yeah...
The alarm is a permanent mode (not sure how many alertness levels there are...), so, in reality, I think someone could mod it like the alarm. Have a permanent (or semi-permanent) trigger that brings them up to a certain alertness level, simulating a memory. I'm not sure if this is possible, but it may have to be multiple triggers, to increase alertness levels.(imagine having a guard looking for you through the whole level?)
I assume a death memory wouldn't be so simple.
Vigil on 17/4/2006 at 17:42
Quote Posted by Neil_McCauley
I thought it was unrealistic that the guards see you, you run and hide, then they go back to "normal" (of course, in some missions, they sound the alarm). In some missions you hear them say, "be on alert, there's a thief taffin' about", but are they really on higher alert? They should be on constant alert, looking for you.
Their behaviour is entirely by design, not because the designers couldn't figure out how to make guards act constantly alert. A game where guards stay alerted forever would get real old, real fast; I wish people in this thread would think through the consequences of that suggestion.
For background: AIs in Thief 1 and 2 have 3 alert levels (above not-alerted-at-all).
The first alert level is "did I hear something?". At this alert level the guards' awareness (hearing and eyesight) is improved, but the guard does not go investigating and loses their suspicion quickly.
The second alert level is "ok, come out whoever you are", at which the guard starts actively investigating. Their senses are improved further above alert 1 and they will arouse the suspicions of other nearby AIs.
The third alert level is "stop, thief!" At this level the AI will pursue the player as long as they can maintain awareness of his exact location. Their senses are also very acute and they can easily find the player even in complete darkness. After a guard has reached this alertness level, they will only calm down as far as alert level 1; this means that in future they will jump straight to alert level 2 in response to suspicious activity when they would have otherwise gone to level 1.
Quote Posted by Soul Shaker
The alarm is a permanent mode (not sure how many alertness levels there are...), so, in reality, I think someone could mod it like the alarm. Have a permanent (or semi-permanent) trigger that brings them up to a certain alertness level, simulating a memory. I'm not sure if this is possible, but it may have to be multiple triggers, to increase alertness levels.(imagine having a guard looking for you through the whole level?)
The optional end sequence of Assassins (which only occurs if you trigger the alarm) works exactly like this. The AIs roving the streets are capped so that they never drop below alert level 2, and are always in search mode.
Neil_McCauley on 17/4/2006 at 22:42
Quote Posted by Vigil
I wish people in this thread would think through the consequences of that suggestion.
So enlighten us.
Soul Shaker on 17/4/2006 at 23:51
Quote Posted by Vigil
Their behaviour is entirely by design, not because the designers couldn't figure out how to make guards act constantly alert. A game where guards stay alerted forever would get real old, real fast
That enlighten you?
Neil_McCauley on 18/4/2006 at 01:23
Quote Posted by Soul Shaker
That enlighten you?
NO. Why would it get "real [sic] old", "real [sic] fast"?