Randomised Patrols
Explanation:
AIs should be more random with their patrols, taking random routes, as well as taking random times for these routes to finish.
Points to bear in mind:
Could ruin gameplay. The player does not want to be surprised by a random guard while he is watching another.
Real patrols are not random, although they may have variable elements.
I think the idea here is to increase re-play value. Not have random guards spring out of no-where. If a guard surprises you from behind, you simply should have been more carefull, and "cased the joint" better.
If there were "alternate" routes (or even other elements in the missin) that the designer puts into the level, and lets the game chose specific ones at run-time, then the mission could play out in one of several ways that the designer has planned.
It should be implemented, but not in the way that guards roam the corridors aimlessly, but that they follow the different route when the mission is restarted.
Date Last Update: 12/6/1981
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