I agree.
Including those mechnaics would open up yet an other way to be stealthy and give the player even more freedom of playstyle and approach, a thing that was already one of the best aspects of Dishonored.
All they had to do would be to take the "icognito" state of the Boyle Party mission and include a system by which you can be detected in various ways if you are behaving unususal.
What they would also have to add (but I think that's not a big deal) would be to enable SOME clothes to be worn as disguises ( "hold key/button "X" to disguise"), while being able to carry your normal clothes with you so you can get rid of your disguise at any time.
The system does not have to be very sophisticated. I don'T need a Hitman-style complex disguise system. Just a simple "If you beahve like X or Y => guards get suspicious and investigate. If you don't disappear then or use an abiltiy to decrease suspicion the guard detects you." Something simple but useful.
Maybe that the disguise only works on some people, while others would detect you, and that you are only hidden in area 1, but not in area 2 because there are no people who have the same clothing.
Also, using supernatural abilties in front of enemies should arouse high suspicion.
I agree on that as well.
I think they should stock up the arsenal with a whole bunch of new gadgets.
Also, knocking out guards should be possible in combat, but onl from behind. The cahracter would then - provided he stands behind the enemy (bending time, blink, possesion, etc.) - just punch a spot on his shoulder with the handle of his knife, which would knock the guard out.
The skill tree could be expanded. Not much, but maybe with a little choice and definition of your direction (non lethal or lethal).
Things like Windblast Rank II should be choosable: Do you want to kill with the windblas or just insta-knockout?
Of course that shouldn't be TOO restrictive, because people who play a mix of both would suffer from it, so there should also be things which are definitively deadly and can't be used as "non-lethal version".
Expanding abilties, expanding tools and gadets.
Keep the empathy on multiple paths, playstyles and exploration.
I agree, but only to a degree.
1. There shouldn't be too many different archetypes. It is ture that the game could use some more archetypes, but not too many, because that would restrict playstyles and gameplay and would make the gameplay itself overly complicated (recent example: Splinter Cell Blacklists "Helmet Enemies" (with a lot of inconsistencies) and "Drone Operators")
2. Influcence of playstyle: Enemy archetypes should be influenced by your chaos rating (your playstyle). If you just go ahead and kill everyone, or if everyone is knocked out (I'm talking EVERYONE) you are infamous.
That means more enemies will patrol on the streets and in the mission areas, more "special" and more difficult archetypes would be among them and make your work harder. If you only knock everyone out (and I mean really everyone, if you just knock 1 or 2 out and avoid the rest there are no enemy-related consequences, maybe aside from the normal rising of difficulty level throughout the campaign such as more security and more enemies in general) the enemies might just be more, and they might be slightly more suspicious (or there might be more security devices (watchtowers, etc,etc, of course aside from the naturally rising difficulty level throught the campaign). But if you kill everyone there might be more enemies, more special archetypes AND more security devices. It would make your gameply harder, it would need planning and it would develop in the same way as your supernatural powers develop, serving as balancing act to not make you too ALL-powerful ( a thing I experienced in the last missions of Dishonored). That way you would still be powerful enough to take on a bunch of guards if you are clever, but you can't just stand there and kill every guard without difficulty.
Yeah.
1. Looking up once in a while.
2. Turnign the head once in a while
3. A investigative state between detection and combat.
4. Investigating opened doors and the like.
Indeed