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Artificial Intelligence

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Lantern/Torch Guards

Explanation:

Some guards should carry lanterns or torches to chase away the shadows.

Points to bear in mind:

Bad PointCould unbalance the game.

Good PointImagine this... Its a warm night, the moon is lightning the thin fog an ere green. A guard is patroling the front area around a large Mannor. His lantern swings about in his hand, shinning a thick yellow shimmering light on the near area around him. Though the lantern isnt as good or bright as a flashlight; leavinig hills, wall corners, behind rocks and trees as dark as the rest of the night. As he walks by the shadows of the night, the only sence of security he maintains comes from that silence on the wind. Through the light fog of the night ahead of him is a small bright point of yellow light. The guard leans down for a closer look. "A silver peice" he says, the lantern light still shining on it. He goes to pick it up and add it to his coin perse. "My coin perse? What did i do with..." WACK! ---This is why I beleve a lantern guard would be a great idea. NOTE-1: The 'thick' light shouldnt travil more than 7 to 9 feet (I think ~135 di.units with the new unreal engine). NOTE-2: The light shouldnt only

NOTE-2: The light shouldnt only move with the player but swing with the lantern in the guards hand. The programers could use the "rag-doll" physics of the game engine to achive this.

Point to bear in mindIf you knock out the guard, you must be able to turn the lantern off.

Date Last Update: 12/6/1981

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Current Rating: 4.16Number Of Votes: 16

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