» Sat May 28, 2011 3:13 am
It's very unrealistic and complicated to have an NPC react in tons of different ways to another one's death. Maybe not on a "I just sniped a bandit in a cave by himself" standpoint, but from a "I just killed a person in a huge crowd of other people, and I want only the people who could see the way my arm moved to be alerted, and even then they don't recognize me and I can sneak into the crowd unseen because I was wearing a hood and then threw it on the ground; making the guards put out a bounty on somebody in a hood of my race/gender instead of me. And so I escape from jail and they get hauled off... or so I thought! A random vigilante by the name of "The Knight of Light" barged into my home because he recognized my face from weeks before when he was delivering me food, because he works on a farm, and orders that I turn myself in."
A game can't process that much info with like... 40 NPCS around you having to all calculate exactly what they'd do and how seeing somebody get stabbed will change their lives forever.
If somebody sees you kill someone, in a normal setting, I think that people with a low amount of confidence should run to their home (or just another cell) immediately, people with a normal amount of confidence should alert a guard, and people with a high amount of confidence will give chase if they've got a weapon handy or there's a weapon nearby. People with high responsibility would only do the last two options, though.
On the same note if you kill somebody innocent, people who see you do it should fear you/hate you. Possibly alerting a guard if you come by again, if they have a high level of Responsibility, and if there's still a bounty on your head.
If you kill an enemy, the other enemies within hear-shot/eyesight should:
1. Go looking where the arrow/spell came from. (if you used a ranged weapon)
2. Not let their guard down.
3. Be more aware of their surroundings.
4. Alert other enemies.
This could also work with creature intelligence, an enemy with 1/4 intelligence or less could just do #1, 1/4-2/4 could do #2, 2/4-3/4 could do #3, and 3/4-4/4 could do #4. So if you kill a rat the other rat will just be like "Gasp..." and look where the sound came from while a Goblin's gonna go tell other goblins and they're all gonna go on a little scouting mission to look for you.
So if you kill a bandit from afar in the shadows, and they have high confidence, they should go look where your spell/arrow came from, if they don't find you they should alert the others. A scared-cat bandit should immediately scream from help and run to find the closest one who's in their faction.
If NPCs discover a dead body, I really liked the auditory response of the guards when they found a dead body. "Excuse me sir are you alri- *gasp* This person is dead!". NPCs, if in a faction that's protected by guards, should look for a guard and tell them, then a couple of guards will stand around the body for a few hours, and eventually they'll haul it off somewhere, a gravestone will be made (like they did in SI), and more guards will be in the general vicinity (within a few hundred feet) for a few days. For these guards, they could just be randomly generated wandering guards since they only serve a single purpose. The more people you kill, the more guards should come.
If you kill enough people, guards should be on the lookout for people acting shady, which means if you go sneaking through a district where you've killed 10 people they should chase after you and question you. If your public infamy is very high, you should get blamed for deaths in the area, or at least questioned. If they find substantial evidence like blood on you/your weapon, then they should haul you off, even if they didn't see you do it. It'd make for very realistic "It's pigs blood! I swear!" situations. Because of this you should be able to duck behind items and objects so that you can avoid guards entirely. Some simple duck/crawl animations would easily do the trick, and make being a thief more fun.
If you have your face covered, it should go onto that outfit's notoriety. So you could have "assassin clothes" to increase your infamy while still being able to be not chased down by the guards every time there's a murder.
BUT, on that note I'd like to say that there should be a way to dispose of corpses. Burning would be quick but would attract people's attention, carrying away would be the quietest but only a temporary solution, you could raise it into a zombie and have people kill it (assuming you know necromancy), or maybe if you have a shovel and your character's foot is in contact with the Earth you could bury it... assuming you can carry dead bodies.
That'd be great for immersion, burying your fallen allies (with a model of a mound of dirt), and putting something over their grave to remember them by. Of course the mound would eventually disappear, but it'd be good to use.
On another note that could be a way for werewolves to store food, kill somebody and bury them and then eat them again another day.
These would all be simple systems to implement that are somewhat possible already in Oblivion's engine if you have OBSE and know a good deal of scripting.
It would also work very well with allies. So if you ally is in the beginning of a cave and they get ambushed, and they're a scaredy cat/they're outnumbered/they're injured, they could scream, and then immediately run and find you. No use in making it complicated there, they should be a homing missile to you compared to running aimlessly through every trap. We can't be too mean to the AI system and have a person run aimlessly screaming "HELP!" after they set off in the direction they last saw you.
Although maybe running aimlessly, yelling for help, until they hear/see you could work too.