Guards Not To Assume Footsteps are Garretts
Explanation:
Currently, guards can automatically distinguish between the player's footsteps and that of other guards, this is somewhat illogical, as there is no reason why they should. If there is no reason why footsteps are suspicous, then guards should at least look before thinking it is a taffer.
Points to bear in mind:
Might make the game far to easy, as the player would have more access around levels.
With careful level design, it should not be a problem. Footsteps in the 'wrong' place would still attract attention, and the response upon hearing footsteps creaping up behind you IS to turn around.
It could be set up so footsteps in a high-traffic area were less worthy of notice than an isolated area. If a particular guard has been in range of 5 other guards' footsteps in the last 3 minutes, he wouldn't automatically be alerted by Garrett's (though he would be unlikely to totally ignore it either). At least his reaction should be:
assume it's a guard but check up ("that you, Fred?")instead of immediately starting in with the "I'll get you, Taffer" to remind us that it's an omniscient AI
I can think of 2 ways this could be implemented into the game.
1.) The best way to 'visulize' this is: each guard has a "NoiseAlert" meter. When the guard hears a "footstep" noise, this meter increaces to a higher state. If it was a second guard, and is seen by the first guard, than the guards "NoiseAleart" meter would go down by exactly the abount it went up. This method could easily be motified to support multiple "NoiseAlert" instinces, providing realistic guard reactions.
2.) The more "practical" method is to use some kind of "OddNoise" object, visible in the editor but not during gameplay. This object would be placed in areas of the level that normaly wouldnt have noise. Any noise created within its radius would be more 'suspicious'.
Date Last Update: 2/18/2002
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