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IDProjectCategoryView StatusLast Update
0002395The Dark ModFeature proposalpublic09.10.2017 21:28
ReporterMrLemonyFresh Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
Status closedResolutionfixed 
PlatformPCOSWindows 7OS VersionPro 64bit
Product VersionTDM 1.02 
Target VersionTDM 1.08Fixed in VersionTDM 1.08 
Summary0002395: Using the weight of the player and various other objects to attack a guard.
DescriptionI think the variety in how you can defeat and enemy could do with improvement:

Jump on your enemy: depending whether you land on their heads, you should be able to break their necks. Their necks would surely buckle under the supposed 80kg/176lbs of a thief from a height. Of course you'd make a great noise doing it, and you'd need to be really precise when you jumped down.

Dropping objects on AI: Not quite sure if this has been implemented, but you should be able to drop things on an enemy AI which should either alert them, knock them out or kill them based on the weight of the object. IE if it's a pebble, they're alert. If it's an empty barrel (that you can lift) they should be knocked out, it should alert guards within a 30 metre radius, minus the noise reduction of various walls. If it's something that can only be dragged it's so heavy, then it should kill them it should alert guards within a 50 metre radius minus the walls again.

This adds strategy and intuition to the game so that players can have a sense of self achievement when they spot an opportunity to cleverly deviate from linearity. I'm sure It will not interfere with any past missions in a negative way.

Also, if the enemy can do the same, it will make more sense then suddenly having a bottle (why a bottle anyway, why not something more abundant like a rock?) Although I can appreciate giving the enemy this function would probably be an incredibly low priority.
Additional InformationIsn't there already a measurement of velocity for objects? when you drop a cup, it makes more sound if you drop it from a height than an inch off the ground. However the sound threshold is calculated from the impact on a surface, perhaps that same result could be timed by the value of weight of the object.

I also have some support on this :)

http://modetwo.net/darkmod/index.php?/topic/11058-things-that-could-be-improved/page__st__600__gopid__233725&#entry233725
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nbohr1more

nbohr1more

09.10.2017 21:28

developer   ~0009439

Dropping heavy objects to KO AI was added in 1.08

Issue History

Date Modified Username Field Change
07.10.2010 11:10 MrLemonyFresh New Issue
09.10.2017 21:28 nbohr1more Status new => closed
09.10.2017 21:28 nbohr1more Resolution open => fixed
09.10.2017 21:28 nbohr1more Fixed in Version => TDM 1.08
09.10.2017 21:28 nbohr1more Target Version => TDM 1.08
09.10.2017 21:28 nbohr1more Note Added: 0009439