Register    
Login:  
Pass:       

 

Artificial Intelligence

Thief 3 Idea Home
FAQ
Forum Home Page
Voting Summary

 

 

Give Guards a Plan

Explanation:

Guards should have a plan. When something is amiss, they should follow a set series of actions, partially hardcoded but mainly designated by the level designer. Some guards guarding vital points while the rest form a search party for example..

Points to bear in mind:

Good PointCould be a very effective way of changing difficulty, as a well executed plan would make the game much harder, whereas a lax one would be easy to bypass.

Good PointWould make the game more strategical, teh player would have to plan out more what he is going to do when discovered.

Possible AlternativeCould be a whole new side to the game, with its own editor, allowing players to build defence plans. Would then move well into to multiplayer.

Good PointThese 'plans' would NOT have to be very complex. The 'plans' could get better (and more frequent) the higher the difficulity. For example, EASY could have very little (if any) gards that plan out thair actions (like the gards in previous thief games). HARD difficulty can have some moderate planing and the EXPERT can have guards that make the best use out of planing thair actions. As I said before, the full extent of the AIs abliliy to 'plan' doesnt have to be very complex (save it for T4) just as long as it doesnt make them look DUMB!

Date Last Update: 12/6/1981

Return To Index

Vote For This Idea

Add a Point To This Idea

Current Rating: 3.77Number Of Votes: 13

Against Unfair Homing AI
AI Aware of Projectiles
AI Can Jump and Climb Ladders
AI can use Inventory Items
AI Emotions
AI Personalities
AI should be completely different from T1/T2
AI should Panic
AI Should react to their environment and player
AI to Use choke points
AIs not to Fall Over if Blackjacked when Asleep
AIs Noticing Anomalies
AIs to Perform More Mundane Tasks
Alerted Guards Secure Treasure
Appropiate Death Motions
Better Fleeing
Capture rather than Kill
Changing of the Guard
Configurable AI
Constant Difficulty To Attack
Deafened By Ambient Sounds
Die From Blood Loss
Different Levels of Sleepiness
Differentiate between Death/KO
Discovery by guards to be scary.
Disguised Guards
Dynamic Pathfinding around Objects
Fluid Alert Levels, not Discrete
Give Guards a Plan
Guard Diversity - Fat/Thin Guards
Guards Biding Their Time
Guards having More than one Weapon
Guards Noticing Reduced Numbers
Guards Release Weapons/Items when Dead
Guards should be fewer and stronger
Guards should have Swords Sheathed
Guards Should Never Forget Seeing a Thief
Guards Should not Automatically Suspect a Thief
Guards Who Wait Until Backup
Intelligent Pursuing
KO''s wearing off
Lantern/Torch Guards
Less Idiotic Guards
Locational Damage for AIs
Locked Doors are Locked for AIs
Make AIs Turn Around and Shut Doors
More AI Communication
Neutral''s Interaction
Potentially Hostile Non-Guards
Random NPC Creator
Randomised Patrols
Refined Searching Motions
Remove Unbased Threats
Scarable Guards
Spontaneous Combustion
Undead Should Not Drown