Well to me, the ‘Traceless ICA Assassin’ is the equivalent ranking in Freelancer, but an option could be to simply add a fourth PO into Freelancer like others have said. I’m all for the Silent Assassin being introduced more freely in Freelancer and I get there’s people who want to play different play styles and that’s fine because you can still do that, even if Silent Assassin ranking was introduced permanently for Freelancer. Basically if you picked a fourth PO, which was permanent SA objectives, your in-mission objectives should be themed around the SA play style. If this wasn’t your preferred objectives, you could still pick the PO around Melee Kills, Collateral Kills etc.
On that, to deviate from the subject here, I actually think that Traceless Assassin is a better ranking name than Silent Assassin, because it emphasizes more that nobody can trace you, even if they know an assassin did it. Not only would this allow you do things like snipe or use bombs on targets in public without it affecting your score, because so long as there’s nothing that can be traced to you it still meets the requirements, but it’s also just a more accurate description. After all, if 47 causes a target to blow up or burn to death or electrocute or be crushed under something in public, it’s not silent, is it? Even though it’s a semantics thing, Traceless Assassin sounds better and is a better descriptor, and I would actually be in favor of IOI ditching Silent Assassin in favor of Traceless Assassin as the highest coveted ranking in future games.
What im saying is it’s no different to currently getting a prestige objective that you either don’t like or isn’t doable because one of the other objectives counters it, you’re either gonna choose another PO or not bother with any of them.
Yes, but with this, that will happen less frequently.
Yeah I get where you’re coming from with this to be fair. Now you’ve put it like that, I would be in favour of it as well
yet when i propose that marvel stop calling spider-man “the web slinger” and instead “the web zipper” i’m called a loony
This is a friendly PSA that the sink here in Haven Island seems to be bugged where it doesn’t electrocute an NPC or appear that it’s electrified like other puddles. Also, don’t be an idiot like me and walk into the puddle, cause even though it won’t kill an NPC it will kill you!
I think that’s not exclusive to that sink? I’ve seen that happen in a few other places (Chongqing IIRC?). Have you tried it with a regular taser? From the video it seems like you struggled to find a place to put the taser (you can’t place it in an already formed puddle for some reason) so the issue could be with the taser itself and not the sink?
Oh god that’s happened to me before as well
Imagine that happening on Hardcore mode!!
I’ve now done extensive testing using both the Remote and the Proximity Micro Taser:
I did a couple dozen tests, doing different combinations of variables each time:
- Using the remote or the proximity taser
- Knocking out the guy and then electrocuting the puddle or letting him walk into the already electrified puddle
- Placing the taser down on the ground or dropping it on top of the water
- Leaving the sink water running or shutting it off
- Whether the taser is closer to the sink or further back
- Whether the NPC’s body is closer to the sink or further back
And the results are:
The only consistent way that the guy was electrocuted was if the puddle trap was already activated (or if there was a proximity taser set in the puddle which he activated as he came close), so if you want to use this for electrocution remember to have the trap set up beforehand, then emetic poison the target so they walk into it. Every trial where the guy wasn’t knocked out he successfully got electrocuted.
There were a couple of instances where the guy knocked out on the ground got properly electrocuted, but no matter how I tried to recreate the instance again I couldn’t. So it seems that there’s a 5% or so chance you can get lucky with the micro tasers working properly. The big thing though is that in every instance where the taser didn’t electrocute the NPC, it did kill 47 which makes no sense. Maybe the NPC is wearing rubber underwear?
And in my experience, the micro taser has worked fine for every other puddle in the game I’ve used it on, including the sink ones.
IIRC everytime I got that bug it was with KO’d NPCs too. But I don’t do a lot of electrocutions in Freelancer aside from throwing a taser at guard targets so I don’t really have a large sample size. I think I saw that happen in contracts too? (but then you can just restart)
Yes, as soon as I started the mission only one prestige objective was active.
Hey, it might be interesting to have more than one PO active at once. I, for one, wouldn’t mind activating during a showdown the Silent Assassin PO, plus a Eliminate Leader During A Tell, plus Neutralize An Assassin/Lookout all at once.
No, I mean have IOI change Freelancer so that we could have more than one if we chose. Up the ante. I’d never even considered such a thing, but this gave me the idea.
I think it could be cool having a double/triple or nothing mechanic, where you can risk it by selecting multiple prestige objectives, but if you choose more than one you need to successfully do them all to get any payouts for them. Maybe with an additional Merces/XP bonus on top of the normal payouts.
And that would also be a way for masochists to make Hardcore even harder for themselves if they want!
Or you could please Heisenberg even further by allowing the player to customize the syndicates by choosing all their objectives from among a list. You could even pick none if you disliked the extra money!
Except, as I’ve mentioned, picking no objectives simply allocates the amount you would have earned from them to the base amount earned for just finishing the mission. Only not picking a Prestige Objective causes you to miss out on extra money. Although I do like the idea of picking from a full list rather than just toggling the assigned objectives on and off. Let us pick objectives that don’t even normally show up for a particular syndicate.
That would make all the syndicates play the same though. Having a selection based on syndicate types, plus a few other ones available for any syndicate (more or less how it’s currently done, without the random part) would probably lead to more varied gameplay.
Eh, ok, that’s a good middle ground.