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Artificial Intelligence

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AI Can Jump and Climb Ladders

Explanation:

Allow AI's to climb and jump over obstacles, so that they can chase you everywhere, some could even perhaps climb up rope arrows.

Points to bear in mind:

Point to bear in mindShould only be implemented if it can be done realistically, an AI that jumps without bending its knees does not look good.

Bad PointWould distrub game balance. Unlike real life you would not run away if discovered. Allowing the player to escape in this manner (by climbing obstacles where the AI cannot follow) restores the balance.

Bad PointThis obvious discrepancy between what Garrett can, and the Guards can't makes for unrealistic situations, implementing this idea will change that.

Possible AlternativeThe guards abilities could be limited as they are wearing heavy armour, and climbing/acrobatics would be restricted in that manner.

Possible AlternativeA new AI type could be created that can climb and jump, specifically designed for that purpose and used in moderation.

Possible Alternative(1)Not all AI guards have heavy armor (ex: archer) and it would be funny to see a heavy armor guard to grab a nearby ledge and TRY to climb up but fail. The RAG-DOLL physics in the Unreal Warfare Engine can make this REALY REALISTIC! (2)Archors could climb to higher places to gain a better line of sight. This wouldnt make the game harder if the level designers use this correctly. NOTE:In the spirit of the unreal engine, editors could specify whare AI can at least TRY to climb ledges and latters by placing a AI CLIMB marker. UT level designers will know what I mean. Wether thay can do it or not depends on thair vitural weight. Heavy guys CAN TRY but most likely (unless very strong) couldnt do it.

Point to bear in mindI remember an old interview with Randy Smith in which he mentioned that an important element of Thief gameplay was the use of " Safe Zones " - Areas which the player can access but AI's and threats cannot. Some of these are obviously designer specified, others are dynamically created by the player. Once entered, the player is safe, but must face the fact that he or she must eventually re-enter dangerous areas in order to complete the mission. I agree strongly with this idea. However, this is in no way incompatible with giving AI's more mobility - I for one would greatly enjoy this, more mobile and persistent AI would encourage you both not to be detected in the first place ( since more mobile AI's would make it much more difficult to escape ) and also encourage the player to think creatively, using scenery and inventory to create unofficial safe zones - as long as the designers provide some areas the player can take refuge in.

Date Last Update: 12/6/1981

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Current Rating: 4.14Number Of Votes: 29

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