jtr7 on 5/6/2011 at 07:06
Quote Posted by Rga_Noris
Radio was used in Thief 2 in the form of a signal to activate the slaves. You had manipulate radio-tower looking structures.
Radio is not out of the realm of Thief. If you do not like Thief 2, then I guess that's your opinion, but its canon.
We only ever saw radio connections between machines and brains through Precursor artifacts only, not machine to machine in a real world sense, and not from brain to brain, and certainly not broadcast vocal communications. Nothing like we have in our world. Radio as we have it would've been superior to the light signal communications between Angelwatch and the lighthouse on Markham's Isle, but we only saw Scouting Orbs communicating silently with Garrett's mech eye, his mech eye communicating with his brain, and radio towers communicating fulll-body overriding commands to Masked Servants. It ain't just manipulation of the electromagnetic spectrum with magnets and circuitry in various configurations.
Rga_Noris on 6/6/2011 at 00:50
Good point. Clearly technology will never advance from the point it was at in Thief 2. Solid work.
The foundation for this tech is clearly there. We have no idea exactly what kind of signal was used to trigger the slaves, but with the broadcast style towers, it was clearly meant to look like some form of radio-ish tech.
Beleg Cúthalion on 6/6/2011 at 12:15
I think the problem is more about a personal immersion threshold. For instance, for a guy interested in historical material (and of course immaterial) culture like me (who often doesn't know whether to laugh or cry about the ridiculousness of pop-cultural views on the middle ages), fantasy elements, anachronisms etc. have to be presented in a rather convincing or stylistically-fitting way to not break my immersion.
I got used to the robots of TMA because they looked somehow believable and, more importantly, artistically-appealing, and I can accept the stone statues of TDS or bug shooting (!) monsters of TDP. But radiocommunication clad in Steampunk sounds like a major thing to me, not only gameplay-wise, even though its explanation isn't necessarily more far-fetched than that of robots or the other stuff I mentioned.
Rga_Noris on 6/6/2011 at 20:57
Very true Beleg. I think the idea would be more convincing if I had some form of concept art to show it off. Imagine if, prior to T2, I had the idea for robots to wander around and we would have to fight them? Or security cameras? Robo-Turrets? It would seem far sillier in that frame, but works out when in action.
I guess my thing is that the gameplay does need new things added to it, and maybe I am off target with my suggestion. I feel many of the members here hold the opinion that "if it wasn't in Thief 1/G/2, it aint Thief!" leaving little room for new gameplay mechanics. Hell... some people were upset that in TDS, instead of being asked to get x amount of loot, they were asked to gather a percentage instead.
lost_soul on 6/6/2011 at 22:09
I like the idea of guards communicating via radio when they spot me. It is much better than having mechs firing giant cannon balls at me! I would really love to see guards that wake up when you knock them out. Splinter Cell got this right. If you knocked out a guard but didn't hide the body, the game would punish you because when a fellow guard found him, he would wake up the other guard and they would both search for the intruder. It was way cool.
Beleg Cúthalion on 7/6/2011 at 06:59
I think gameplay-wise you can add the same amount of challenge by making guards more realistic in their patrol behaviour; make them change patrols on alert, scream for back-up, beat to quarters when someone has been spotted etc. etc..
kora on 7/6/2011 at 19:57
no more robots plz.. i like that the mechanists are expected to be dead & are nowhere to be seen in thief 3.. they should be an exiled minority like someone else said, with no need to praise a psychopathic deity. creating beautiful inventions & possibly pawning them off to the black market or to some of garretts potential rivals, or even for garrett himself to steal, or better yet for him to ally with. i'd like to think of one such mechanist as the missing astrologist in life of the party.. such toys from the mechanists should be left exclusively to the higher ups or devious corrupt folk. it is taboo tech in the thief world that naturally should be disregarded.. not for every guards ability.
these radio communications on ai's make them a bit.. metal gear solid-ish. it took a page out of thiefs book so that doesn't mean thief should copy that which it influenced. games resemble each other too much these days anyway.. make things too techy & you'll probably be crossing garrett's thief universe with his new found bioshock world. i don't hate the idea entirely, if we were forced to play as a girly apprentice at least you can have garrett telling you want to do through err.. steampunk codec signal. :-?
let's say you're chasing a guard who's spotted you through an unalerted area heavily fortified & he hits that non-symbolic Gong with you close within it's vicinity.. i hope your speakers are up loud & you're terrified of fired up guards yelling crazy, because that's thief immersiveness that just so happens to stick with you.
zachary1975 on 24/6/2011 at 21:14
Quote Posted by Rga_Noris
Not really practical though. From the guard's perspective, he sees a guy he can likely take in a fight. Now he can either fight him, or get help. But if you were playing and the guard ran away to get help, how likely is it that you would still be there when he returns?
i agree. i played mission x (which was a fm)where the alarm couldn't be sounded or you would lose and the only people who sounded the alarm were the unarmed.:p:(:tsktsk::weird::wot:
zachary1975 on 24/6/2011 at 21:44
they could have night vision goggles. that would make it harder to hide and in thief 3 it was way to easy to get away from the gaurds.
jtr7 on 25/6/2011 at 02:04
And they could have rifles and hand grenades, too, while they're at it. Kevlar vests and Teflon bullets.