The footstep arrow is hardly used, and doesn't seem all that useful, but I had some ideas for how it could be made useful, by basically bringing back the Noisemaker Arrow from Thief 2.
However, this noisemaker is different from the Thief 2 noisemaker. The new noisemaker would produce random sound effects for about 1 minute. The sound effects would be random sounds from the game.
For instance, you could have a set of sfx recorded directly from game sessions, one set could be a thief walking across various types of floor, and another set could be a thief running across various types of floor (about 20-30 secs each).
One of the sounds could be the gulping of a potion, since guards often use that to detect thieves.
Another sound could be 20-30 secs of lockpicking, since thieves usually are the only ones that lockpick.
You could have a track of metal clanks, such as the sound produced by a thief trying to KO a guard.
There could be a bowstring pull sound, which is often associated with a thief about to attack.
I'm sure there are other sounds that could be used as well.
You may even want to have the sounds come from a little device that moves in random directions as it rolls across the floor. This way, the sounds would seem to move, making the distraction all the more realistic for guards who weren't looking at it. Of course, a guard who was looking at it could see the noisemaker device and know that it wasn't a real thief. Perhaps guards could then walk over the device to destroy it (and stop the distraction) much the same way as you step on a rat.
However, this noisemaker is different from the Thief 2 noisemaker. The new noisemaker would produce random sound effects for about 1 minute. The sound effects would be random sounds from the game.
For instance, you could have a set of sfx recorded directly from game sessions, one set could be a thief walking across various types of floor, and another set could be a thief running across various types of floor (about 20-30 secs each).
One of the sounds could be the gulping of a potion, since guards often use that to detect thieves.
Another sound could be 20-30 secs of lockpicking, since thieves usually are the only ones that lockpick.
You could have a track of metal clanks, such as the sound produced by a thief trying to KO a guard.
There could be a bowstring pull sound, which is often associated with a thief about to attack.
I'm sure there are other sounds that could be used as well.
You may even want to have the sounds come from a little device that moves in random directions as it rolls across the floor. This way, the sounds would seem to move, making the distraction all the more realistic for guards who weren't looking at it. Of course, a guard who was looking at it could see the noisemaker device and know that it wasn't a real thief. Perhaps guards could then walk over the device to destroy it (and stop the distraction) much the same way as you step on a rat.
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