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Artificial Intelligence

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AI should Panic

Explanation:

AIs should panic or at least be frightened when confronted with the undead or monsters, screaming, fainting, etc.

Points to bear in mind:

Good PointAIs should also have different reactions and lines when they confront strange creatures, even if they do attack. Eg a hammerite crying 'What kind of black sorcery is this? Die infernal blasphemy!'

Point to bear in mindIf the AIs react to the undead, then the undead should react to all types of non-undead AIs too! For Example: Garret is running away from a Undead (ghost or zombie) that is running after him. Garret runs past a nobel that doesnt know whats going on. The nobel and undead see eachother and for a split seconed stop to look at each other. The nobel screems and the unded 'GRRs'. Now the undead should chace the 'stupider' and possibly 'slower' nobel because he is an 'easier' target than the quick and sly thief.

Date Last Update: 12/6/1981

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Current Rating: 3.89Number Of Votes: 19

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