Ok.. the one thing I REALLY miss from this game (that was in the Thief series) is the scouting orbs. I am not sure how hard they would be to implement into the UT engine, but have a few ideas about them
1) They would encourage ghosting by allowing clever thieves to scout out an area before entering.
2) The orbs in Thief2 were completely invisible. I would not reccommend this method though. The orbs should follow the same transparency rules as thieves do. If someone were to toss an orb into a shadowy corner, then it is invisible. It is is tossed into broad daylight, then the guards could see it.
3) They should be destructable. By this I mean that a guard could step on one, thereby destroying it. Perhaps blinding the thief who was looking through it at the time similar to a flashbomb. This would occur even if a guard stepped on one that he did not know was there (was in a shadow for instance). This would encourage the thief to be careful where he places them.
4) They could cost 75 loot, and are re-usable (just frob to pick up).
Whadda ya think?
1) They would encourage ghosting by allowing clever thieves to scout out an area before entering.
2) The orbs in Thief2 were completely invisible. I would not reccommend this method though. The orbs should follow the same transparency rules as thieves do. If someone were to toss an orb into a shadowy corner, then it is invisible. It is is tossed into broad daylight, then the guards could see it.
3) They should be destructable. By this I mean that a guard could step on one, thereby destroying it. Perhaps blinding the thief who was looking through it at the time similar to a flashbomb. This would occur even if a guard stepped on one that he did not know was there (was in a shadow for instance). This would encourage the thief to be careful where he places them.
4) They could cost 75 loot, and are re-usable (just frob to pick up).
Whadda ya think?

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