[p]Hi everyone,[/p][p]Today I’m breaking down the other half of stealth:
the enemies themselves. The goal is for each enemy type to be readable at a glance and to force different decisions, without turning encounters into trial-and-error.[/p][p]
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[/p][h2]The Core Idea[/h2][p]Each enemy answers two questions:[/p]
- [p]How do they detect you?[/p]
- [p]What do they do once they do?[/p]
[p]Most enemies follow the same baseline rules, then each variant adds one clear constraint that changes how you approach them.[/p][p][/p][p]
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[/p][h2]The Four Enemy Types (so far)[/h2][p]
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1) Standard Guards[/p][p]These are the baseline patrol enemies.[/p]
- [p]They patrol routes or hold positions.[/p]
- [p]They carry flashlights, so light and shadow matter.[/p]
- [p]They react to distractions and investigate points of interest.[/p]
- [p]If they spot you with line of sight, they will chase you.[/p]
[p]They’re designed to be consistent and learnable. If you understand how to manipulate a standard guard, you understand the foundation of the game.[/p][p]
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2) Helmet Guards[/p][p]Helmet guards exist to shut down a very common tactic: throwing items directly at enemies.[/p]
- [p]They behave like standard guards in patrol and detection.[/p]
- [p]Thrown objects won’t stun them because of the helmet.[/p]
- [p]Items bounce off, so you lose that instant “free opening.”[/p]
[p]This pushes you toward indirect play: lure them away, throw past them, or use distractions that move them instead of disabling them.[/p][p]
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3) Trained Guards[/p][p]These guards are dangerous up close.[/p]
- [p]They behave like standard guards in patrol and detection.[/p]
- [p]You cannot choke them from behind.[/p]
[p]They’re meant to break the habit of solving every problem with a silent takedown. If you want to get past a trained guard, you need timing, positioning, and tools rather than close-range grabs.[/p][p]
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4) Scientists / Civilians[/p][p]These aren’t fighters.[/p]
- [p]They don’t behave like normal guards.[/p]
- [p]If they see you, they panic.[/p]
- [p]Instead of chasing, they try to trigger an alarm.[/p]
[p]They create a different kind of urgency. With guards, you can sometimes recover by breaking line of sight. With civilians, the danger is how fast they can escalate the situation for everyone else.[/p][p]
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[/p][h2]How to Read Them Quickly[/h2][p]The intention is that you can identify the threat instantly and adjust your plan:[/p]
- [p]Standard guard = baseline rules: patrol, flashlight, distractions, chase on sight.[/p]
- [p]Helmet = don’t waste throws on their head.[/p]
- [p]Trained = don’t rely on choking from behind.[/p]
- [p]Scientist/civilian = sighting becomes an alarm risk.[/p]
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[/p][h2]Player Strategy Examples[/h2][p]Here are some intended use cases:[/p]
- [p]Standard guard: create a gap in a patrol cycle and slip through.[/p]
- [p]Helmet guard: lure them away from a doorway instead of trying to stun them.[/p]
- [p]Trained guard: treat them like a moving camera and route around them rather than going for a choke.[/p]
- [p]Scientist/civilian: prioritize line-of-sight control and cut off their path to an alarm.[/p]