I've touched on a few of these points in posts in the General forum, but I wanted to put them here in once place.
The problem is that with the wakeup feature, many guards are taking advantage of the fact that if they get KO'ed, it's no big deal. Personally I'm still playing like I did in 1.2 - I try not to get KO'ed. But this is obviously a big problem. I've even seen it as a guard - Asylum now seems to be one massive battle in the crematory (the room next to the thief spawn). This is utter crap.
Ideas to make guards not like being KO'ed:
1) A KO'ed guard must wait before respawning. Perhaps a minute or two, then he respawns as normal. While waiting, chat is disabled.
2) A KO'ed guard cannot respawn into another AI, but instead can only respawn into the original AI he inhabited - this requires the guard to wait until he is frobbed, or until the 5 minute timer is up. While waiting, chat is disabled.
3) When a human guard is KO'ed, that guard body is KO'ed permanently. A KO'ed AI still wakes up as normal. (I think it was SwissMercenary who had this idea)
I prefer #2, #1, #3 in that order.
Ideas 1 and 2 would also fix problem of the guard immediately returning to the place he was KO'ed.
The problem is that with the wakeup feature, many guards are taking advantage of the fact that if they get KO'ed, it's no big deal. Personally I'm still playing like I did in 1.2 - I try not to get KO'ed. But this is obviously a big problem. I've even seen it as a guard - Asylum now seems to be one massive battle in the crematory (the room next to the thief spawn). This is utter crap.
Ideas to make guards not like being KO'ed:
1) A KO'ed guard must wait before respawning. Perhaps a minute or two, then he respawns as normal. While waiting, chat is disabled.
2) A KO'ed guard cannot respawn into another AI, but instead can only respawn into the original AI he inhabited - this requires the guard to wait until he is frobbed, or until the 5 minute timer is up. While waiting, chat is disabled.
3) When a human guard is KO'ed, that guard body is KO'ed permanently. A KO'ed AI still wakes up as normal. (I think it was SwissMercenary who had this idea)
I prefer #2, #1, #3 in that order.
Ideas 1 and 2 would also fix problem of the guard immediately returning to the place he was KO'ed.
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