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Artificial Intelligence

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Constant Difficulty To Attack

Explanation:

In the previous two games, AI's were harder to knockout/kill if they were alerted. This does not make sense, and AI's should be just as hard to knockout when alert as when unalert.

Points to bear in mind:

Good PointThe advantages of remaining stealthy should be provided by other realistic means, if the player is seen then they should feel the affect of that in the alarm going off, and guards searching for their location.

Possible AlternativeAnother possibility is to change the way in which KnockOuts and backstabs occur, making it harder to perform the deed (very specific target location), and when alerted, guards are more aware of defending this location.

Good nor bad pointIt was funny to knock guards by hitting them in the leg. Knocking should be limited to head and neck area. And they would have to be knockable even if alerted. It has to be hard to do, but possible.

Date Last Update: 2/20/2002

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Current Rating: 2.92Number Of Votes: 12

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