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Artificial Intelligence

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KO''s wearing off

Explanation:

KOd guards would wake up again after a set time has elapsed. Of course, the player would have to make sure that they were secure if they intend to spend a long time in the level, so need to give some binding/gag system

Points to bear in mind:

Good nor bad pointAn idea which you either love or hate, so should be an option so that you could cater it to your own personal playing tastes.

Point to bear in mindI would love this idea as long as it isnt as short as 15 mins! It might seem a little long but 1:10 seems good from a big hit because the guard would alarm the surrounding guards when he/she comes to. A fun idea would be to lock them in a room and hear them bang on the door to get out when thay wake up, lol.

Possible AlternativeIf unconscious, the guards shouldn't wake up precisely after a set number of minutes, but more of a bit random time.

Point to bear in mindThe game designers should research this issue, and alter the realities of KO's to suit the game. Because in reality, its a very random thing. No-one can ever say what will happen when you hit someone there with such a heavy fast object. Results can range from "slip into a coma and die", or "just get a sore head and very angry". And the time it may take for them to wake up is just as random. It can be as short as 15 mins, and in real life, if someone is unconsious for more than 2 hours, its likely they aren't going to wake up at all. Its for these reasons that we don't hear about entire buildings of unconsious people, robbed by a single thief. (as is common in the Thief game) So what I'm saying is, there are a lot of real life cues to use here that would make it fun (the random time to wake up, etc) but it would have to be suited to the game (because too realistic would be too frustraiting). And I would really like to not see entire buildings of unconsious people. The game and missions

Date Last Update: 12/6/1981

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Current Rating: 3.33Number Of Votes: 18

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