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programs:ping [2021/12/19 09:48] – andrew | programs:ping [2021/12/19 16:14] (current) – hekateras |
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* Most obviously, if a guard you have [[:observing|observed]] or [[:TAG|TAGged]] is about to find one of your agents (or something else suspicious), you can use Ping to make him go somewhere else instead. | * Most obviously, if a guard you have [[:observing|observed]] or [[:TAG|TAGged]] is about to find one of your agents (or something else suspicious), you can use Ping to make him go somewhere else instead. |
* You can [[:sprinting|spring]] near a guard, or move through his [[:vision#peripheral vision]], and then use Ping to [[:strategy:redistraction|redistract]] him. | * You can [[:sprinting|sprint]] near a guard, or move through his [[:vision#peripheral vision]], and then use Ping to [[:strategy:redistraction|redistract]] him. |
* If a [[:guard behaviour#stationary]] guard is in an inconvenient place, Ping may be the easiest way to distract him in order to get past. | * If a [[:guard behaviour#stationary]] guard is in an inconvenient place, Ping may be the easiest way to distract him in order to get past (or just to make him face away so you can [[:stealing|steal]] from him). |
* You can use Ping on a tile where a guard is already standing, so that he will not move on the next enemy turn. This can cause him to block a [[:door]] or narrow passageway, holding back other guards. | * You can use Ping on a tile where a guard is already standing, so that he will not move on the next enemy turn. This can cause him to [[:pinning|pin]] another guard for an extra turn, or to block a [[:door]] or narrow passageway, holding back other guards. |
* Ping can be used speculatively in an area where you don't know whether there are any guards; particularly, Ping can give some information about whether there is a guard patrolling into a room when you aren't sure if it's [[:strategy:patrol-free room|patrol-free]], and if it does hit a guard then you will also know where in the room they will walk to on the next enemy turn. | * Guards will investigate the Ping interest point even if the path to get there is extremely long. In the right situation, you can use Ping to send one or more guards to a point that's on the other side of a wall but in the far end of the facility. It will take the guard multiple turns to get there and multiple more turns to get back, effectively removing them as a threat if you're sending them to an area that holds no interest for you. |
| * Ping can be used speculatively in an area where you don't know whether there are any guards; particularly, Ping can give some information about whether there is a guard patrolling into a room when you aren't sure if it's [[:strategy:patrol-free room|patrol-free]], and if it does hit a guard then you will also know where in the room they will walk to on the next enemy turn. Similarly, Ping can be used to control the next move of newly-spawned patrols from the guard elevator when you can't observe them yet. |
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Ping has several benefits over other methods of distraction: | Ping has several benefits over other methods of distraction: |