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guard_behaviour [2020/07/06 14:55] turtlingherdguard_behaviour [2023/02/17 14:41] (current) – "their interest points" miteusz
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 Information about a guard's current status is given by the status icon (if any) shown above them, and further information can be revealed by [[:observing]] them. Information about a guard's current status is given by the status icon (if any) shown above them, and further information can be revealed by [[:observing]] them.
 +
 +A guard typically tries to take a shortest possible path to his destination. If possible, he moves diagonally first and orthogonally then.
  
 ===== Stationary ===== ===== Stationary =====
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 [{{ :status:patrolling.png?160|A patrolling guard.}}] [{{ :status:patrolling.png?160|A patrolling guard.}}]
  
 +A **patrolling** [[:guard]] has two patrol points. Provided that he is not [[#investigating]] something unusual, his goal in any given turn is to walk to the patrol point he has visited less recently.
 +
 +Guards that start the mission patrolling will always start on one of their patrol points, but their initial facing direction may not be a direction he'd naturally be facing during this patrol.
 +
 +On [[:modes:Beginner]], a [[:guard]]'s patrol points will always be in the same room, and will always have a shortest-path of 5 tiles between them. On [[:modes:Experienced]] and up, the shortest-path between the two tiles will be equal to the [[:guard]]'s AP (which is usually 8), and they will often be in different rooms.
 +
 +Patrolling [[:guards]] usually have a 2-turn patrol cycle because they will always reach a patrol point every turn. [[#Interest points]] can disrupt this temporarily. In addition, if two [[:guard]] patrol routes interfere with each other, the [[:guards]] may need to make extra moves to get out of each other's way, making 3 or 4-turn patrol cycles possible.
 +
 +A [[:guard]]'s patrol points do not naturally change, though the [[:missions:Executive terminals#Security Response|security response when accessing executive terminals]] will change a [[:guard]]'s patrol points, as will [[:alarm_tracker|Alarm Level 1]] when playing with [[:alarm_tracker#Advanced Alarm Stages]]. A [[:guard]] completely forgets his patrol points once [[#alerted]].
 ===== Interest point ===== ===== Interest point =====
  
-> //I think I saw something.// \\ ---[[:guards#Civilians|A civilian]]+> //I think I saw something.// \\ ---[[:guards#Civilians|Civilian]]
  
 When a guard is [[#investigating]] or [[#alerted]], they have an **interest point** which is a tile they intend to move towards and investigate. A guard's interest point is revealed to the player when [[:observing]] their movement, and in some situation's the interest point is revealed automatically; when the interest point is revealed, it is shown as a floating question mark (if the guard is [[#investigating]]) or exclamation mark (if the guard is [[#alerted]]). When a guard is [[#investigating]] or [[#alerted]], they have an **interest point** which is a tile they intend to move towards and investigate. A guard's interest point is revealed to the player when [[:observing]] their movement, and in some situation's the interest point is revealed automatically; when the interest point is revealed, it is shown as a floating question mark (if the guard is [[#investigating]]) or exclamation mark (if the guard is [[#alerted]]).
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 [{{ :status:investigating.png?160|A guard who is investigating.}}] [{{ :status:investigating.png?160|A guard who is investigating.}}]
  
-> //Investigating... guess it was nothing.// \\ ---[[:guards|A guard]]+> //Investigating... guess it was nothing.// \\ ---[[:guards|Guard]]
  
 The status icon of a yellow triangle with a question mark indicates that a guard is investigating. The status icon of a yellow triangle with a question mark indicates that a guard is investigating.
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 If a [[#stationary]] or [[#patrolling]] guard receives an [[#interest point]] without becoming [[#alerted]], they will move towards the interest point, and investigate it when they reach it: If a [[#stationary]] or [[#patrolling]] guard receives an [[#interest point]] without becoming [[#alerted]], they will move towards the interest point, and investigate it when they reach it:
  
-  * Human guards investigate their interest points by [[:peeking#Peeking by guards|peeking]], first to the right, then to the left; while peeking, they have a wider effective [[:vision]] arc, and may [[#interest_point|notice]] an agent even behind [[:cover#soft cover]]. +  * Human guards investigate their interest points by [[:peeking#Peeking by guards|peeking]], first to the right, then to the left in the direction them end their movement; while peeking, they have a wider effective [[:vision]] arc, and may [[#interest_point|notice]] an agent even behind [[:cover#soft cover]]. If a guard reaches his interest point orthogonally, he will peek from both his interest point and a tile in the front of him. If a guard reach his interest point in the front of a door, he will open this door before peeking.  
-  * All [[:drones]] except [[:guards:Pulse Drones]] investigate using their [[:Local Scanner]], which detects [[:agents]] within a radius of 4 tiles, even behind [[:cover#soft cover]]. [[:guards:Pulse Drones]] only scan at the start of their movement.+  * All [[:drones]] except [[:guards:Pulse Drones]] investigate their interest points using their [[:Local Scanner]], which detects [[:agents]] within a radius of 4 tiles, even behind [[:cover#soft cover]]. [[:guards:Pulse Drones]] only scan at the start of their movement.
  
 +The guards will prefer to reach their interest points orthogonally instead of diagonally.
 If the guard is investigating because they noticed a [[:door]] open or close, then they will turn to face through the door, and open it if it is closed, before peeking or scanning. When a guard investigates their interest point, their next behaviour depends on what they find: If the guard is investigating because they noticed a [[:door]] open or close, then they will turn to face through the door, and open it if it is closed, before peeking or scanning. When a guard investigates their interest point, their next behaviour depends on what they find:
  
   * If the guard finds nothing suspicious, then they return to their previous behaviour.   * If the guard finds nothing suspicious, then they return to their previous behaviour.
-  * If the guard notices something suspicious but without becoming [[#alerted]], then they turn to face the new [[#interest point]] and continue investigating on the next enemy turn.+  * If the guard notices something suspicious but without becoming [[#alerted]], then they turn to face the new [[#interest point]] and continue investigating on the next enemy turn. The guard never becomes alerted if he notices something suspicious only from a tile in front of his interest point, even if it is an agent hiding behind a cover.
   * If the guard sees a [[:KO|knocked-out]] agent or guard, a dead body, or a destroyed [[:drone]], then the guard turns to face the new interest point, becomes [[#alerted]], and [[#hunting|hunts]] there immediately if the guard has enough [[:AP]] to continue moving on the same enemy turn.   * If the guard sees a [[:KO|knocked-out]] agent or guard, a dead body, or a destroyed [[:drone]], then the guard turns to face the new interest point, becomes [[#alerted]], and [[#hunting|hunts]] there immediately if the guard has enough [[:AP]] to continue moving on the same enemy turn.
   * If the guard sees an [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a [[:drone]] or [[:mainframe devices:turret]] known to be a "traitor", then the guard turns to face the new target, becomes [[#alerted]] and immediately [[#overwatch|overwatches]], [[#tracking]] the target.   * If the guard sees an [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a [[:drone]] or [[:mainframe devices:turret]] known to be a "traitor", then the guard turns to face the new target, becomes [[#alerted]] and immediately [[#overwatch|overwatches]], [[#tracking]] the target.
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 ===== Alerted ===== ===== Alerted =====
  
-> //Located something suspicious!// \\ ---[[:guards|A guard]]+> //Located something suspicious!// \\ ---[[:guards|Guard]]
  
 The status icon of a red triangle with an exclamation mark indicates that a guard is alerted. Once a guard is alerted, they remain alerted as long as they are active in the mission. Guards are more dangerous when they are alerted, because they actively hunt around the whole facility for [[:agents:]], and their movement becomes much less predictable. The status icon of a red triangle with an exclamation mark indicates that a guard is alerted. Once a guard is alerted, they remain alerted as long as they are active in the mission. Guards are more dangerous when they are alerted, because they actively hunt around the whole facility for [[:agents:]], and their movement becomes much less predictable.
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 [{{ :status:hunting.png?160|A guard who is hunting.}}] [{{ :status:hunting.png?160|A guard who is hunting.}}]
  
 +> //You can run, scum, but you can't hide! // \\ ---[[:Guard]]
 +
 +When a [[:guard]] is **hunting**, he is actively looking for [[:agents]]. A hunting guard always has a specific tile of the [[:facility]] that he is [[#interest point|heading towards]] in order to [[#investigating|investigate]]. When he reaches [[#interest point|this point]] and doesn't find anything, he will go [[#interest point|somewhere else]] in the facility. When this happens, the hunting guard's new [[#interest point]] is not revealed to the player except by [[:observing]] him or causing him to be TAGged - if the guard is already TAGged, his [[#interest point]] will not be passively revealed.
 +
 +Hunting [[:guards]] are trying to sweep the whole [[:facility]], and when they're deciding where to go after [[#investigating]], they will search the closest area they haven't previously explored. ("Area" roughly corresponds to "room", but some large rooms may have multiple areas).
 +
 +Hunting [[:guards]] can be [[#interest point|distracted]] by anything that would [[#interest point|distract]] or [[#interest point|alert]] other guards, and will reset their sweep of the facility when this happens.
 ==== Panicking ==== ==== Panicking ====
 +
 +> //Aaaaaaah! // \\ ---[[:guards|A civilian]]
  
 In any situation where an armed guard or drone would become alerted, [[:guards:#civilians]] will instead panic. A panicking civilian will run towards the nearest [[:facility#guard entrances|guard entrance]] that they have a valid path to. Once the civilian reaches the guard entrance, they teleport out of the facility. In any situation where an armed guard or drone would become alerted, [[:guards:#civilians]] will instead panic. A panicking civilian will run towards the nearest [[:facility#guard entrances|guard entrance]] that they have a valid path to. Once the civilian reaches the guard entrance, they teleport out of the facility.
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 When an armed [[:guard]] sees a non-[[:KO|KOed]], non-[[:lethal_damage|lethally wounded]] [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a traitorous [[:guards:#drones|drone]]/[[:mainframe devices:turret]] with their primary [[:vision]], they immediately turn to most directly face the spotted enemy, shout and alert all nearby guards, and **overwatch** the seen enemy or enemies. If any guards hear this shout and are able to see the spotted enemy by turning, they will immediately do so and overwatch the target as well. When an armed [[:guard]] sees a non-[[:KO|KOed]], non-[[:lethal_damage|lethally wounded]] [[:agent]], a rescued [[:Courier]] or [[:Prisoner]], or a traitorous [[:guards:#drones|drone]]/[[:mainframe devices:turret]] with their primary [[:vision]], they immediately turn to most directly face the spotted enemy, shout and alert all nearby guards, and **overwatch** the seen enemy or enemies. If any guards hear this shout and are able to see the spotted enemy by turning, they will immediately do so and overwatch the target as well.
  
-If an overwatched enemy performs actions that do not result in the [[:guard]] no longer being able to see them, the [[:guard]] will shoot that enemy, dealing [[:lethal damage]]. In addition, if the enemy is still in the [[:guard]]'s vision at the beginning of the [[:corporation]]'s turn, they will be shot as well. (Inventory management, such as equipping, dropping, picking up, or trading items, will not cause an overwatching [[:guard]] to shoot.)+If an overwatched enemy performs actions that do not result in the [[:guard]] no longer being able to see them, the [[:guard]] will shoot that enemy, dealing [[:lethal damage]]. In addition, if the enemy is still in the [[:guard]]'s vision at the beginning of the [[:corporation]]'s turn, they will be shot as well. (A few actions will not cause an overwatching [[:guard]] to shoot, such as using a [[:items:Buster Chip]], and inventory management actions, such as equipping, dropping, picking up, or trading items.)
  
 [[:Agents]] and other agency-controlled units can escape overwatch themselves with any action that immediately results in them not being seen by any overwatching [[:guard]], such as: [[:Agents]] and other agency-controlled units can escape overwatch themselves with any action that immediately results in them not being seen by any overwatching [[:guard]], such as:
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 ==== Tracking ==== ==== Tracking ====
  
-> //Lost 'em!// \\ ---[[:guards|A guard]]+> //Lost 'em!// \\ ---[[:guards|Guard]]
  
 Enemies that a [[:guard]] has seen are **tracked** by that guard (in addition to overwatched if the [[:guard]] is armed). This means that the guard will turn to most directly face tracked enemy if they move while in the [[:guard]]'s [[:vision]], including peripheral [[:vision]]. Armed [[:guards]] can immediately shoot the tracked enemy if the [[:guard]] sees them after turning. This means that it is not possible to escape a [[:guard]] overwatching at point blank range by trying to move around them. Enemies that a [[:guard]] has seen are **tracked** by that guard (in addition to overwatched if the [[:guard]] is armed). This means that the guard will turn to most directly face tracked enemy if they move while in the [[:guard]]'s [[:vision]], including peripheral [[:vision]]. Armed [[:guards]] can immediately shoot the tracked enemy if the [[:guard]] sees them after turning. This means that it is not possible to escape a [[:guard]] overwatching at point blank range by trying to move around them.
  
-Guards will not turn to see tracked enemies that merely end a move in peripheral [[:vision]] - they will only turn if the tracked enemy started the move in their peripheral [[:vision]], allowing the tracked enemy 1 safe move through that guard's peripheral vision.+Guards will not turn to see tracked enemies that merely end a move in peripheral [[:vision]] - they will only turn if the tracked enemy started the move in their peripheral [[:vision]], allowing the tracked enemy 1 tile of safe movement through that guard's peripheral vision. If a guard has turned to track an agent, he will shoot any agent that is in his direct vision after turning, even if it's not the agent he was originally tracking.
  
 If a tracked enemy opens a [[:door]] that is noticed by the overwatching [[:guard]], the [[:guard]] will turn to track that enemy's next move. If a tracked enemy opens a [[:door]] that is noticed by the overwatching [[:guard]], the [[:guard]] will turn to track that enemy's next move.
 +
 +A guard will not turn to track enemies moving through his peripheral vision if the enemy was not directly seen by the guard, and therefore isn't **tracked**. It is, however, possible for a guard to attempt to track multiple enemies at the same time.
  
 {{tag>incomplete}} {{tag>incomplete}}
guard_behaviour.1594047329.txt.gz · Last modified: by turtlingherd