Explosives. The noisy lockpick.

Post » Sat May 12, 2012 3:55 am

Ok we know the game will have gernades. We know the game will have keys. Now my question is, will we be able to use are grenades as replacements for keys. To put it another way, I want to blow open doors with explosives. So, can we destroy doors with grenades or other destructive weapons?

Maybe get enemies to open doors for us with their grenades.
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Anthony Rand
 
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Post » Fri May 11, 2012 11:03 pm

In Human Revolution you can apparently break doors down with explosives, gunfire, or by throwing something heavy --- say, a fridge, at them. I'd love to see that in Dishonored. :foodndrink:
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Lisha Boo
 
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Post » Fri May 11, 2012 9:52 pm

Excellent question, nomotog.

It may seem pedantic to ask something so specific but doorways and locks define your world in a stealth-based FP(whatever) game. The ability to circumvent these barriers or use them to your advantage is an important factor. I'd love to know whether or not we can manipulate doors in more ways than just unlock/pick lock. Thief's excellent addition of keys as a continually manipulable tool to lock doors behind you, trap guards and so forth added a lot - while RPGs/tactical games like Deus Ex, Fallout and Jagged Alliance 2 added a lot of depth by allowing you to destroy doors as well as merely pick locks or talk your way in.
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gemma king
 
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Post » Sat May 12, 2012 9:07 am

Excellent question, nomotog.

It may seem pedantic to ask something so specific but doorways and locks define your world in a stealth-based FP(whatever) game. The ability to circumvent these barriers or use them to your advantage is an important factor. I'd love to know whether or not we can manipulate doors in more ways than just unlock/pick lock. Thief's excellent addition of keys as a continually manipulable tool to lock doors behind you, trap guards and so forth added a lot - while RPGs/tactical games like Deus Ex, Fallout and Jagged Alliance 2 added a lot of depth by allowing you to destroy doors as well as merely pick locks or talk your way in.

Well, we already know that players may be able to teleport through some doors, unless the blink ability only works through open space.

Wouldn't it be neat if later in the game, as you are facing enemies who know who and how you operate, you could summon a horde of rats and send them to the other side of the door. The guard's AI assumes that you transformed into the rat, so they quickly get their irreplaceable identifier keys to open the door. And you slip up from behind...
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Charles Weber
 
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Post » Sat May 12, 2012 3:34 am

Well, we already know that players may be able to teleport through some doors, unless the blink ability only works through open space.

Wouldn't it be neat if later in the game, as you are facing enemies who know who and how you operate, you could summon a horde of rats and send them to the other side of the door. The guard's AI assumes that you transformed into the rat, so they quickly get their irreplaceable identifier keys to open the door. And you slip up from behind...

To continue the trend of being morbidly specific, the 'Blink' ability is conventionally depicted in games as an instantaneous teleport over short range, at a spot you manually aim at. Thinking logically about it, how would you implement teleporting beyond visible range into an FPS? Barring pre-placed beacons, as that isn't in keeping with the tradition of the 'Blink' ability (seen in a few other titles such as some of the action RPGs and Natural Selection).

So I'm figuring Blink is, visually/functionally akin to the cheesy vampire ability sometimes referred to as Celerity; moving faster than the eye can see, twitching between locations within a room to disorient your foe and close in for the kill.

The setting seems sufficiently technology-bound to assume that our protagonist/player character will rely on gadgetry just as much as magic, if not more. I'll remain hopeful for door breaching in some fashion, dynamic rather than scripted (i.e. doors should be breakable entities, rather than including a SWAT style 'breaching charge' device).

As for possessing rats, I don't imagine guards will attempt to chase after them. Just seems irrational behaviour.
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daniel royle
 
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Post » Sat May 12, 2012 4:54 am

I'd like to be able to break through some weaker locks with a strong kick to the door.

If that fails, strap a small charge to a rat and jam him into the keyhole. Then Boom him for entry.
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neen
 
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Post » Fri May 11, 2012 9:58 pm

That's an interesting point. If Blink only teleports you where you can see...

What if to get somewhere difficult, you have to use one or more mirrors (or reflections) to pick your destination?
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Hearts
 
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Post » Sat May 12, 2012 8:30 am

That's an interesting point. If Blink only teleports you where you can see...

What if to get somewhere difficult, you have to use one or more mirrors (or reflections) to pick your destination?

There might be a power to see through walls. THEN you could teleport through solid matter. ;)
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Ebou Suso
 
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Post » Sat May 12, 2012 3:36 am

There might be a power to see through walls. THEN you could teleport through solid matter. ;)

I find Rindill's idea to be even better, but sadly working mirrors have become a dying breed in modern games.
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Lisa Robb
 
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Post » Sat May 12, 2012 12:11 am

To continue the trend of being morbidly specific, the 'Blink' ability is conventionally depicted in games as an instantaneous teleport over short range, at a spot you manually aim at. Thinking logically about it, how would you implement teleporting beyond visible range into an FPS? Barring pre-placed beacons, as that isn't in keeping with the tradition of the 'Blink' ability (seen in a few other titles such as some of the action RPGs and Natural Selection).
You may very well not be able to teleport through barriers, but I don't see any technical reason why you couldn't. If teleportation has a set range, to teleport through a door you'd simply look in that direction, activate the ability, and appear x feet from where you were last. Even if the range were variable (either by "charging" an ability, improving it through experience, or whatever), you'd simply be able to teleport from greater distances or, if you were close to the door, teleport further inside the next room.
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Rude_Bitch_420
 
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Post » Sat May 12, 2012 7:28 am

You may very well not be able to teleport through barriers, but I don't see any technical reason why you couldn't. If teleportation has a set range, to teleport through a door you'd simply look in that direction, activate the ability, and appear x feet from where you were last. Even if the range were variable (either by "charging" an ability, improving it through experience, or whatever), you'd simply be able to teleport from greater distances or, if you were close to the door, teleport further inside the next room.

Perhaps it should be possible to miscalculate and end up in a wall causing a most violent death.
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Lawrence Armijo
 
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Post » Sat May 12, 2012 10:45 am

You may very well not be able to teleport through barriers, but I don't see any technical reason why you couldn't. If teleportation has a set range, to teleport through a door you'd simply look in that direction, activate the ability, and appear x feet from where you were last. Even if the range were variable (either by "charging" an ability, improving it through experience, or whatever), you'd simply be able to teleport from greater distances or, if you were close to the door, teleport further inside the next room.

In high end science fiction you'll generally see a very sensible attitude of scepticism and fear toward the use of 'blind' teleportation and light-speed travel, due to its potential to ram you into something, potentially either just killing you and others, horribly mutilating you, or even causing a serious (read: explosive) reaction.
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Melly Angelic
 
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Post » Sat May 12, 2012 2:12 am

Perhaps it should be possible to miscalculate and end up in a wall causing a most violent death.
I'm... pretty okay with that.
In high end science fiction you'll generally see a very sensible attitude of scepticism and fear toward the use of 'blind' teleportation and light-speed travel, due to its potential to ram you into something, potentially either just killing you and others, horribly mutilating you, or even causing a serious (read: explosive) reaction.
Well sure, but that's just the fiction. I thought we were talking about gameplay mechanics, hence your question, "Thinking logically about it, how would you implement teleporting beyond visible range into an FPS?"
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Leah
 
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Post » Fri May 11, 2012 10:40 pm

I kind of wanted to talk about explosives and destructible doors.
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Monika Fiolek
 
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Post » Sat May 12, 2012 9:14 am

I kind of wanted to talk about explosives and destructible doors.

I fear there's just not enough info on this yet.

But to contribute to your original thread: I would really love to see alternative(read explosive) ways to open doors.

The blast schould damage NPCs standing close to the door and should surprise any others standing further away from it.
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Liii BLATES
 
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Post » Fri May 11, 2012 10:41 pm

In high end science fiction you'll generally see a very sensible attitude of scepticism and fear toward the use of 'blind' teleportation and light-speed travel, due to its potential to ram you into something, potentially either just killing you and others, horribly mutilating you, or even causing a serious (read: explosive) reaction.

Interesting you say that because the developers have noted that they aren't going to hold the player's hand. They want the player to be able to [censored] themselves royally.
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Lauren Dale
 
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Post » Fri May 11, 2012 9:52 pm

Aye. Teleportation is not a topic to explore here. Destructable doors would make me very happy.

nomotog - are you familiar with the door system used in Resident Evil 4?
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Jade MacSpade
 
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Post » Sat May 12, 2012 8:04 am


nomotog - are you familiar with the door system used in Resident Evil 4?

They were some damn good doors.
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Monika Fiolek
 
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Post » Fri May 11, 2012 9:35 pm

Aye. Teleportation is not a topic to explore here. Destructable doors would make me very happy.

nomotog - are you familiar with the door system used in Resident Evil 4?

That I am. In the hand full of places they showed up, they where wonderful. Something like them would be very nice to have in dishonored. Being able to shoot a hole in the door and then tossing a bomb in would be just so evil, or maybe shooting a rat hole and sneaking in as a rat. Maybe shoot a hole and let the guard see you, so that he runs out into the hall opening the door where it swings into a mesh of razor wire shredding it into a million pieces. :)

As a minimum, they need to include doors like they had in DX. Where they had hit point values and you could shatter them to nothing with explosives. That's the minimum you can do and call it an immersion sim.
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Emma-Jane Merrin
 
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Post » Fri May 11, 2012 8:57 pm

That I am. In the hand full of places they showed up, they where wonderful. Something like them would be very nice to have in dishonored. Being able to shoot a hole in the door and then tossing a bomb in would be just so evil, or maybe shooting a rat hole and sneaking in as a rat. Maybe shoot a hole and let the guard see you, so that he runs out into the hall opening the door where it swings into a mesh of razor wire shredding it into a million pieces. :)

As a minimum, they need to include doors like they had in DX. Where they had hit point values and you could shatter them to nothing with explosives. That's the minimum you can do and call it an immersion sim.

I agree. Invincible doors are one of the nastiest little level-design based immersion breakers around.
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Rob
 
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Post » Sat May 12, 2012 11:09 am

I agree. Invincible doors are one of the nastiest little level-design based immersion breakers around.

Yet they are unfortunately necessary (read cost-effective) sometimes. At the very least use them as sparingly as possible.
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April
 
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Post » Sat May 12, 2012 10:42 am

I find Rindill's idea to be even better, but sadly working mirrors have become a dying breed in modern games.

Agreed. Mirrors were mre used iin ps2 title then they are in this generation of consoles. Look at Duke Nukem for a good example of mirrors.
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Big mike
 
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Post » Fri May 11, 2012 11:30 pm

Yes, I would love this. It would add depth to the gameplay.
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Jonathan Windmon
 
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Post » Sat May 12, 2012 12:13 am

Yes, please.

It's safe to assume they'll be adding this, if they haven't already. Still, a bump to make sure the appropriate people see it can't hurt. So, bump...
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Gemma Woods Illustration
 
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Post » Sat May 12, 2012 3:37 am

It wont hurt to make crappy doors to be able to be destroyed easily and some doors like vault doors are invincible.. maybe we can have a see through blast door or bullet proof window to protect vip npcs (to prevent assasination like how important speakers stand in a protective box)?

and what about jamming doors? you know how normally u press the frob button and it either opens/close the door fully? what if you tail a guard where he leaves into another room closing a verticle sliding door, and you can jam it with a tall enough brace? (thinking about that movie : the thomas crown affair)
or even just stop the swing door from closing into lock position with a wedge.

what about kicking in the door at the right time when the npc on the other side is walking to open it to stun him? What about rigging a door with a shotgun trap? or a bomb? or maybe just a chime to warn you that someone's breached into the door? ok.. sort off getting OT...
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Avril Louise
 
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