R Soul on 19/3/2015 at 00:39
Use this thread to post ideas for other people to use in their FMs, with much rejoicing.
Here's one of mine:
Most people don't liked timed missions/goals because Thief is about being careful and thorough. But I think an optional timed goal could be good.
Let's say the player has to enter a building. At the start of the mission a servant, who's outside, begins heading back, and he has a key that leads to the easiest way in. There are other ways in, but they pose more of a challenge.
If the goal is clearly identified as optional, the player will know they have a choice, and they might enjoy the challenge of rushing while knowing they can continue if they don't get the key.
vincentlancon on 19/3/2015 at 05:37
I would love to see someone make a blink feature from Dishonored into thief. I know it has been close to being done in Insanity's Crescendo. So what I am saying is I want an ability imported into thief from a game that was directly inspired by the Thief game itself by maybe even a mod from the Thief 2 game which preceded Dishonored. I may have hurt my mind on this one. :)
Xorak on 20/3/2015 at 00:45
This could be a very confusing and anger-inducing idea if done wrong, but I had the idea that there are ghosts in the mission who only see you in the darkness, so the player can't feel safe in the light or the darkness. To make this a little more doable, the ghosts would only appear after a random number of time, so Garrett can hide in the shadows for a few seconds safely, but the player is always aware the creatures will appear if they linger too long in the shadows. If done perfectly, the outcome should be a constant tension of light versus shadow and the player is uneasy the entire mission.
gigagooga on 20/3/2015 at 06:59
I have made mission which has number of enemies based on how noisy or "alerty" player is. For example, there are only few enemies + scripted event AIs if player follows ghosting rules even in empty and harmless looking rooms, or if player made some kind of explosion they all would spawn.
After few tests it seems to work very well. I got the idea when i heard someone saying the phrase "walls have ears" and then i though "what if the building itself was the main enemy AI, that would send some nasty critters at players way if its alerted"
It certainly added unique kind of atmosphere to horror type of mission when you know you have to be careful even though there's nothing there. :p
R Soul on 20/3/2015 at 13:44
That could also be done in a city mission so it responded to the player's style. It could start with a modest number of AI to make ghosting (or at least, no knockouts) possible, but that number is not usually enough to challenge players to do like to use the blackjack. Knocking out AI could cause a couple more to be created (out of sight) to maintain a challenge.
gigagooga on 20/3/2015 at 22:20
Hmm.. it might work there too, i made my mission to have the enemies pretty much unkillable, which makes the players carefulnes even more important than with normal guards.