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Incentivize non-lethal play in stealth games

Jul 7th, 2015
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  1. -Incentivize non-lethal play in stealth games (mainly MGS)
  2. -In MGS, the only incentivization against stealth is a point deduction in your score.
  3. -This is literally only a challenge, not a tactical advantage.
  4. -To want otherwise would be asking more of the player, which may turn off those who are more causal, who are less willing to get deeper into the gameplay in order to complete the same objective with the same ease as a more hardcore player, but there is nothing inherently wrong with this if you simply don't care about it.
  5. -TL;DR: to make it almost required to have to play lethally would be to reduce your niche into one that's more hardcore, but that's ok if you don't care.
  6. -Instead of simply deducting points from a rank score, incentivize non-lethality by having it give you an advantage.
  7. -The only incentive from a score is a challenge you might or might not be up to.
  8. -It's so much better, for the objective, to kill enemies in my way than to sneak around them or knock them out.
  9. -Ways you can give an advantage:
  10. -When a soldier is knocked out by being physically assaulted,
  11. ...the soldier who spots the other soldier and wakes them up will call for an alert in that sector.
  12. ...if no one finds them and they wake up, the soldier calls in an alert but warns that they don't know how long they've been sleeping, so "the enemy may have gone further", meaning the area of search is larger.
  13. -Also maybe render the soldier disabled in an area if they're hurt enough.
  14. -When a soldier is knocked out with tranq. darts,
  15. -Maybe you can also have an upgrade for tranq. rounds that may dissappear and/or make the soldier forget what happened in the moments before falling asleep.
  16. ...if they're found by another soldier, the other soldier wakes them up, and,
  17. ...if the tranq. dart disappears somehow, then maybe the soldiers have a longer talk about the stresses of work.
  18. -This reduces their attentiveness, making it easier to sneak by.
  19. ...if the tranq. dart is found, the other soldier calls into radio and reports this
  20. -They'll say that they don't know how long the soldier has been out, so make the area of search long.
  21. -This is invalidated, of course, if the soldier witnesses the other one fall asleep.
  22. ...if they end up waking up un-found,
  23. ...if they end up in an area that isn't their guard post, then they report that they have been knocked out and moved elsewhere by an intruder.
  24. ...if they end up in their guard post,
  25. ...if the tranq. dart is gone,
  26. -...if they don't remember what happened, they simply carry on.
  27. -...if they do remember that they witnessed something suspicious, then they report it.
  28. ...if the tranq. dart is present on them, then they report it.
  29. -If a soldier faints due to being scared too hard, it gets reported.
  30. -As usual, there is an expanded area of search if the guard wakes up and remembers what happened.
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