Silent Assassin is the be all and end all way to finish a mission. But what happens if you mess up? All of the challenge is gone and nothing matters anymore.
I’m not incentivized to hide bodies anymore. I can kill anyone I want, I can mess with anyone and have as many witnesses as I want and none of it matters.
So how do we incentivize staying clandestine? I think 4 star SA should still be obtainable by removing witnesses from the picture via Elimination and hiding the bodies. Keeping things clean by dealing with loose ends.
Highest score available only if you staying silent and accurate not uncovering yourself and not killing anybody else except targets.
This is the main incentive.
If you want highest score, you would replay. If you don’t care you’ll go johnwicking everybody.
Playstyle is all up to player. The freedom is the feature
Not a bad idea to be fair, I quite like the sound of it.
In Freelancer, if you achieve max Silent Assassin (clean run, no bodies etc found), you get the ‘Traceless ICA Assassin”. I believe ‘Stealth ICA Assassin’ is given when there is a bit of a hiccup in the road, such as if a witness has seen your actions, but you manage to take them and hide evidence etc.
This is what Freelancer is for. If you play it as intended, there are no restarts and your incentive when you mess up will be getting out alive. It’s fun.
In Freelancer, the carnage and comparatively wacky side objectives means that the other ratings are incentivised, and I don’t think that’d transplant well into the main game at all. I’m not against making more ratings, or making the higher ratings more incentivised in the base game, but as it is, the base game is made in a specific way for a good reason, and I don’t think IOl want to deviate from it.
I recall TheKotti also taking issues with the scoring linearity, and some of their ideas are ones I agree with.
The problem isn’t the game, it’s the players wanting to be coddled to their specific needs. Just like how SA got changed from h2016 to h2. You are allowed to let the target see you. Yes it makes sense in a real world type of logic but this is a video game that is suppose to challenge the player so being invisible was the best part of it and challenging the player.
I don’t know that players wanting to be coddled is necessarily a problem, per se… we have entire threads on this forum dedicated to players wanting changes to game play or asking for the game to be modified one way or another. Many players artificially challenge themselves to “suit only”, even though it isn’t the highest scoring way to play, because it’s more challenging and I’m sure they would love an adjustment to the scoring to make that the higher scoring play style.
I think it’s a great QoL change. Thing is if the target is supposed to die, it wouldn’t have chance to spread the knowledge of some bald stranger that they have seen before their soul left their body. Dead can’t talk.
You may know that if target manage to give someone know about what they seen, you loose SA.
And finally, this little tweak doesn’t restrict player to be as discreet as this change has never happened
Precisely this. They didn’t coddle players with this change, they corrected an error in the thinking that imposed a restriction on even the targets seeing you in the first place. There’s no logical reason why the target maybe seeing you in the split fraction of a second from when they turn to when you fire the shot that kills them ruining SA. Or if you try to KO the target and they’re close enough to a set of stairs that the game interprets them as being on them and instead of a KO that maintains SA, you punch them in the face and you lose the status. Now, you can just finish the target off and that status is restored, which was what the goal was to begin with.