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Artificial Intelligence

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Capture rather than Kill

Explanation:

Guards should make an attempt to capture the player, if they find him where they shouldn't if possible.

Points to bear in mind:

Good PointWould be more realistic - in low key circumstances a guard is not going to kill an intruder, without first finding out more.

Bad PointWould create gameplay difficulties with regards to what to do when the player is captured. If the mission 'fails', then how do you make capture avoidable?

Point to bear in mindWould be sensible to remove the 'Get the cuffs' lines from AI speech if they aren't actually going to try and get some cuffs.

Possible AlternativeUseing the unreal engine, this would require a sripted event in each level unless the game is 'open-ended' (like GTA3). Think about it: Outside 'in the city levels', you could be captured and brought to the local jail house. Once in jail, the level could end in failer but being escorted to the jail provides a mulitiude of excape routes. EX: Jumping in the river, running into and out the back of a house. However this feature shouldnt be in all levels. While on private property, for example, the guards are more likely to kill you.

Point to bear in mindI can't picture the world of thief with "CUFFS" as we know them. It seems more likely the guards would TIE Garrets hands benind his back with a rope and they would hold the rope like a leash (at least until jailed). If Garret would jump off the walk way into the water, his 'weight' would make the guard 'let go' of the rope. The thief can then free himself by rubbing the rope against the edge of a object (this part would require some completely new code but it is a realistic goal to achieve)like the edge of a building or a droped sword. Perhaps Garret can have a dagger up his sleve for that situation. That would add many more things to consider before escaping. When to cut free,where to run, what to do afterwards.The guards would probably also take his 'money' and the one weapon that was being held (if any). Garret would then have to knock out that guard to get them back. This could add a whole new aspect to the level its applied to which greatly increase re-play value.

Good PointAnd, of course, there could be a mission where Garret has to be caught in order to finish it. For example, infiltrating prison or police station.

Date Last Update: 12/6/1981

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Current Rating: 2.56Number Of Votes: 16

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