LarryG on 10/1/2010 at 04:41
A discussion is on-going at Eidos on the subject of what Ghosting rule changes / clarifications are appropriate for TDS and TDM. One open question is about the alert levels in TDS and how to determine a ghosting bust that is equivalent to the T1 and T2 rules.
Go (
http://forums.eidosgames.com/showthread.php?t=98822) here to look see and contribute if you have an opinion.
Caradavin on 10/1/2010 at 08:43
After reading said forum, I have decided that I will never be able to Ghost.:eek:
LarryG on 11/1/2010 at 06:23
For TDS, with the current rules, ghosting is very problematic. It is much simpler with T1 and T2. The increase in the sophistication of AI responses is a significant ... challenge ... to even know if the response busted the ghosting attempt or not. Hence the discussion.
If anyone here knows how AI alerts work in TDS, that information would be very helpful. Please post to the referenced thread.
Platinumoxicity on 11/1/2010 at 09:14
Quote Posted by LarryG
For TDS, with the current rules, ghosting is very problematic. It is much simpler with T1 and T2. The increase in the sophistication of AI responses is a significant ... challenge ... to even know if the response busted the ghosting attempt or not. Hence the discussion
increase in the sophistication? :laff:
The TDS AI was worse than in the originals. There's 1 very serious flaw, and that's with memory. The AI in the originals knew what to expect if they'd seen you once and their general alertness was heightened for the rest of the mission. In TDS the AI goes back to whatever they were doing without any recollection of a thief having been there. I don't remember, how exactly was the AI in TDS more "sophisticated" than in the originals? :p
Beleg Cúthalion on 11/1/2010 at 11:49
The funny thing is, about the memory someone at Eidos says exactly the opposite. I cannot come up with a technical explanation, so I'll just leave it as it is, but of course the AI is more sophisticated in its reactions to certain things and the according barks, in its bright-yellow alert when they walk around without ramping up etc. etc. (that's what probably makes ghosting difficult when you count all these little things as busts), it's just that the senses (or rather sensory multipliers in the...erm... Default.ini I think) are dumbed down. Just set these values from 0.8-1.2 to something around three and you'll have your intelligent AI. The fatigue thing may be another issue, but the increased multipliers will be enough for now.
Melan on 11/1/2010 at 12:09
Going by my personal experience, the Dark Mod AI seems to be generally more perceptive, with longer and more accurate vision and hearing than in T1-2, as well as much faster reaction times (maybe too fast - that "What the hell?!" moment seems to be missing). That said, while ghosting by the stealth score is just about impossible, it is not quite so dire if we keep to the regular ghost rules (which don't count 1st level alerts). I haven't been able to discover what regulates hunting behaviour; sometimes AI go back to their patrols fairly quick, but sometimes they continue searching for what feels like forever.
aidakeeley on 11/1/2010 at 13:51
Beleg, you don't know nuthin if you don't know that simply evvvvvverything in TDS was so suck worster than everything in T1 and T2 which was so so bester ever always.
Good God Man!
Briareos H on 11/1/2010 at 15:42
Quote Posted by Namdrol
in my eyes
not just!
aidakeeley on 11/1/2010 at 17:58
Because...
I said
Then there are wonderfully cheerful folks like you, who, despite having dicks in their eyes, and despite being (
http://arent.i.wry.com) stuck in Edinburg'ugh'guh'mope, make it all worthwhile! :thumb: