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sprinting [2020/07/25 22:03] – turtlingherd | sprinting [2023/02/02 20:59] (current) – added space miteusz |
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====== Sprinting ====== | ====== Sprinting ====== |
| [{{ sprint_off.png|[[:agents:Prism]] with sprinting off.}}] |
| [{{ sprint_on.png|[[:agents:Prism]] with sprinting on. Her movement range is displayed in yellow.}}] |
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[[:Agents]] and rescued [[:Prisoners]] can **sprint** to move further in a turn while making noise. | [[:Agents]] and rescued [[:Prisoners]] can **sprint** to move further in a turn while making noise. |
Sprinting throughout an [[:agent]]'s entire turn is dangerous if there are human [[:guards]] around, as they will come to [[:guard_behaviour#investigate]] the location of the sound, which often results in them finding your [[:agent]]. Given that danger, the most apparent use of sprinting is to move [[:agents]] faster through areas of the [[:facility]] that do not have any guards within earshot, and this is certainly a good use of sprinting. | Sprinting throughout an [[:agent]]'s entire turn is dangerous if there are human [[:guards]] around, as they will come to [[:guard_behaviour#investigate]] the location of the sound, which often results in them finding your [[:agent]]. Given that danger, the most apparent use of sprinting is to move [[:agents]] faster through areas of the [[:facility]] that do not have any guards within earshot, and this is certainly a good use of sprinting. |
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However, the most powerful use of sprinting is to enable sprinting, move up to 3(or 4) AP to create a [[:noise|sound]] distraction for human [[:guards]], and then disable sprinting for the rest of the turn and sneak to safety. This doesn't give the agent any net AP for the turn, but allows the player to manipulate [[:guards]] to [[:guard_behaviour#investigate]] the location where the agent initially sprinted, potentially distracting them from watching a more important location. This technique is known as **sprint toggling**. | However, the most powerful use of sprinting is to enable sprinting, move up to 3 (or 4) AP to create a [[:noise|sound]] distraction for human [[:guards]], and then disable sprinting for the rest of the turn and sneak to safety. This doesn't give the agent any net AP for the turn, but allows the player to manipulate [[:guards]] to [[:guard_behaviour#investigate]] the location where the agent initially sprinted, potentially distracting them from watching a more important location. This technique is known as **[[:strategy:sprint toggling]]**. |
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With a [[:items:Stim]] or other way to boost [[:AP]], it is even possible to move a few spaces (depending on the size of the boost) before starting the sprint toggle. | With a [[:items:Stim]] or other way to boost [[:AP]], it is even possible to move a few spaces (depending on the size of the boost) before starting to sprint. |
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Beware that agents that are [[:encumbered]] or affected by [[:programs:Burst]] recovery at the beginning of their turn will not be able to sprint unless they get an [[:AP]] boost from something like a [[:items:Stim]] or [[:augment]]. In addition, sprinting and sprint-toggling is very dangerous in [[:corporations:Sankaku]] missions, as those facilities have several [[:mainframe_devices:Sound Bugs]] that will detect the noise from sprinting. | Beware that agents that are [[:encumbered]] or affected by [[:programs:Burst]] recovery at the beginning of their turn will not be able to sprint unless they get an [[:AP]] boost from something like a [[:items:Stim]] or [[:augment]]. In addition, sprinting and sprint-toggling is very dangerous in [[:corporations:Sankaku]] missions, as those facilities have several [[:mainframe_devices:Sound Bugs]] that will detect the noise from sprinting. |
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{{tag>incomplete}} | {{tag>incomplete}} |