Quote:Original post by OrangyTang
Awareness/alertness escalation is rather detailed, but you don't seem to cover becomming less alert.
Hmmm... You're right, good point.
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Most games seem to work on a horrible 'time out'. It can really destroy the stealth aspect (in, say, Deus Ex) when you can shoot someone though the head and then just lay low for the next couple of mins. On comming back the guards have all returned to their default state, despite one of their comrades quietly bleeding into a gutter.
I tried to cover this by the escalation based on obvious evidence, such as finding a body, or an explosion or gunshot. But, again, this makes the alertness go up, not down.
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It would be nice if you could reduce the awareness in a number of ways. An excuse (thinking random sounds were rats etc.) a distraction (ah! fire! better sort that out sharpish!)
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I think what's needed are two classifications: Either your presence has been hinted at, or is obvious. Hints can be mistaken for other things, but obvious evidence of your prescence is such a screwup that it requires a diversion.
So maybe if you're just glimpsed, or make a slight noise, then the NPC should react casually if the security level is below Alarmed, and check it out. They'll move to the point of the interest, and if they find nothing, they'll de-escalate, and make some comment like "I'm hearing things" or "Jenkins, quit playing around!"
At Unprepared, the same NPC will de-escalate maybe a dozen times before calling buddies who wait around the area for awhile. Maybe they comment to tell you what's going on, saying something like, "Something not right here."
At Alert, you only get 2 or 3 chances before they call in backup. The whole calling of backup thing shoud increase the chance that you'll get caught.
To de-escalate, you should be able to
- Use "Jedi mindtricks" with psionics
- Project a hologram of something innocuous, like a rat or asteroid
- Use some sort of sensor echo device or setting on scanners
- Use some kind of skill bluff to impersonate someone or something else
At Alarmed and above, NPCs don't de-escalate unless you fake signals that you're leaving, which can be some sort of sensor equipment option. The only other alternative would be to create, as you said, a massive problem for them elsewhere. If you're only hinted at, then this will be a great way not to de-escalate security, but to clump them around the problem area; but if you've been discovered, they should still deal with the problem but hunt you as well.
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... a frame (blame some unsuspecting civilian)
I don't quite see how this one would work.
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... or perhaps some kind of retreat state (remaining guards tighten up patrol routes to just a couple of central rooms rather than the entire building).
This is good, I think if their forces are reduced past a certain point, they should hole up and wait for reinforcements. Maybe you can lengthen this time by destroying their ability to call for off-map help.