OK... here's the issue.
Guards are just as fast and agile as thieves, which makes chases a predominantly one-sided affair. Either the thief totally gets away (almost always with the help of a speed or invisibility potion) or the guard finally catches up and kills the thief.
I've noticed that in most games, this is where 99% of the equipment for thieves is used- for get-aways. When they run out, they die almost all the time, because they can't get away from the guard. Even if they run like hell, the guard can keep up, and even cut the thief off. I've also seen several thieves get killed in chases by guards with MACES.
Frankly, this is frustrating to me, as both guard and thief.
As a thief, I like to be able to make good get-aways. In Thief II, there was a certain thrill from going from sneaking around to running like hell from 1000 angry, pissed off guards.
As a guard, I get my thrills from hunting and chasing thieves. But lately, since it's so one-sided, it's not a lot of fun, and chases ususally end after only 10 feet, when they flashbomb me or go invisible, or I cut them down with my sword.
Now for the idea...
I recommend that guards are NOT slowed down in movement speed, but that they mantle slower, or jump shorter, or make sudden turn-arounds slower. This way, theives have a chance to get away, if they find someplace that is hard for guards to follow. For example, on Flats, a thief might easily jump from one building to another, but the guard jumps shorter, so he has to mantle up to continue the chase.
On the other hand, the thief can't truly outrun the guard; he is forced to outmanuever him instead. That takes skill, and a good guard could still catch the thief, such as in the last example, if the guard had jumped at the very end of building, he might have landed on the other side easily.
Of course, for areas where it is impossible to follow the thief, the guard calls for backup, and tells everyone where he lost the thief, like he should.
Tell me what you think...
Guards are just as fast and agile as thieves, which makes chases a predominantly one-sided affair. Either the thief totally gets away (almost always with the help of a speed or invisibility potion) or the guard finally catches up and kills the thief.
I've noticed that in most games, this is where 99% of the equipment for thieves is used- for get-aways. When they run out, they die almost all the time, because they can't get away from the guard. Even if they run like hell, the guard can keep up, and even cut the thief off. I've also seen several thieves get killed in chases by guards with MACES.
Frankly, this is frustrating to me, as both guard and thief.
As a thief, I like to be able to make good get-aways. In Thief II, there was a certain thrill from going from sneaking around to running like hell from 1000 angry, pissed off guards.
As a guard, I get my thrills from hunting and chasing thieves. But lately, since it's so one-sided, it's not a lot of fun, and chases ususally end after only 10 feet, when they flashbomb me or go invisible, or I cut them down with my sword.
Now for the idea...
I recommend that guards are NOT slowed down in movement speed, but that they mantle slower, or jump shorter, or make sudden turn-arounds slower. This way, theives have a chance to get away, if they find someplace that is hard for guards to follow. For example, on Flats, a thief might easily jump from one building to another, but the guard jumps shorter, so he has to mantle up to continue the chase.
On the other hand, the thief can't truly outrun the guard; he is forced to outmanuever him instead. That takes skill, and a good guard could still catch the thief, such as in the last example, if the guard had jumped at the very end of building, he might have landed on the other side easily.
Of course, for areas where it is impossible to follow the thief, the guard calls for backup, and tells everyone where he lost the thief, like he should.
Tell me what you think...
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