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Artificial Intelligence

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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:

Bad PointCould ruin gameplay. The player does not want to be surprised by a random guard while he is watching another.

Bad PointReal patrols are not random, although they may have variable elements.

Possible AlternativeI 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.

Possible AlternativeIt 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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Current Rating: 2.22Number Of Votes: 9

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