A quick question, which is more realistic and playable -
Scenario A. You are spotted by a soldier, and they run off and set off an alarm which draws all the surrounding soldiers in towards the alarm sound.
or
Scenario B. You are spotted by a soldier, and they run off and set off an alarm which causes all of the surroundng soldiers to become alert and start patrolling the area more thoroughly.
Thoughts are welcome,
- GunRunner
ID:152377
Jan 24 2007, 4:06 am
|
|
GunRunner wrote:
A quick question, which is more realistic and playable - An alert means that something really bad is going down right now, so patrolling more thoroughly would be a lackluster response to that. An alert should mean that any surrounding soldiers go on the offensive. However I also don't buy secnario A, because everyone rushing to the alarm sound isn't necessarily the wisest choice. Instead, sending a few soldiers to the alarm site and then having the others search the area thoroughly would be most appropriate. And by searching thoroughly, I mean inspecting rooms and such just to be sure the intruder hasn't gone into hiding. Assuming the intruder isn't found within a certain time after everything has been searched, they could then relax into a heightened patrol mode for an extended period, and then resume more regular behavior. Typically an alarm would also lock down certain doors. It should prevent an intruder from escaping and also should seal off high-security areas so only the soldiers going in to check them out would have access. Lummox JR |
In response to Lummox JR
|
|
My new game "Tower Battle" will have so much tight security in each room it won't even be funny.
|
In response to Dark Bahamut
|
|
Then how are the players going to be able to beat it?
You should atleast make it possible to win. |
In response to Flame Sage
|
|
It's possible, but each admin can look at any room in a tower, and talk inside that room, (I got the code from... using the Forum Search, thanks to VolksBlade for making that topic) so cheating in there is mission UNpossible.
|
Well both kinda make sence. If you can some how put in both like a 50/50 kinda thing that would be more of a challenge. But "A" does seem more of the gaming trend.
|
When in doubt, look to the classics:
In Metal Gear Solid 2, there are several systems. 1) "Personal" Alertness -- Normal, Suspicious, Alert, Hostile. 1a) When someone is Normal, they simply walk their patrols. They occasionally look around, but don't expect to encounter anyone. When someone is Suspicious, they walk their patrols, but actively look around while walking. When someone is Alert, they run through their patrol routes. When someone is Hostile, they break patrol routes and attempt to investigate every possible hiding location. 1b) When someone hears a noise while Normal, they become Suspicious and walk over to the location of the sound. 1c) When someone hears a noise while Suspicious, they become Alert and run over to the location of the sound. 1d) When someone hears a noise while Alert, they become Hostile. 1e) When someone spots someone at any level other than Alert, he will go Hostile. 2) When someone goes Hostile, he will trigger Alert Status in the fastest way he can. He will attempt to use his radio. If his radio does not work, he will attempt to trigger an alarm using a button. If there is no button, he will leave the map and once he leaves the map, it is assumed he has contacted someone who can set the alarm. 2a) When someone is already Hostile and he spots someone, he will shoot on sight and will not attempt to trigger alarms. The sound of his gunfire is more than sufficient to let his comrades know where he has found the enemy. 3) "Area" Alertness -- Green Status, Caution Status, Alert Status 3a) In Green status, personnel perform regular patrols. Some soldiers may be lax in their duties, but all soldiers are supposed to be on duty and actively searching for intruders. 3b) In Caution status, all personnel are Suspicious (they will walk, but will actively look around while walking) and will become Alert if they hear any noise, running to the source of the noise. 3c) In Alert status, all personnel are Hostile (meaning they will fire on sight). 4) When Alert status is engaged, a heavily-armed and -armoured strike team enters the area and methodically sweeps the complex for intruders, clearing every room with stun grenades. Additional reinforcements are called in to guard sensitive areas. 5) When Alert status expires, the strike team is recalled but the reinforcements remain. 6) When Caution status expires, reinforcements are recalled. |
Regards, HelpLine