![]() ![]() Now that players know Rockstar possesses the ability to create complex realistic routines for non-playable characters, it would be much more interesting to be able to rob houses in either the day or the night, depending on the schedules and habits of the owners. San Andreas' burglaries could only be completed at night, but this limitation should be removed. In much the same way NPCs in Red Dead Redemption 2 notice when the main character is covered in mud or commits a crime, they could also be coded to respond to suspicious behavior, such as a player sneaking around a home's perimeter. In Grand Theft Auto: San Andreas, Car Johnson immediately donned a black hood once the burglary missions began and could walk down the street holding a flatscreen television without any of the pedestrians batting an eye. GTA 6 could take cues from another robbery-focused game, Thief Simulator, and make players also have to avoid looking suspicious when outside of a home. ![]() Now that building interiors no longer have to be separate areas in the game world, players could not only have to worry about the non-playable characters inside the house they are burglarizing, but outside of it as well. Related: Grand Theft Auto 6 Rumors: Project Americas Theory Explainedīy implementing a better stealth and NPC awareness system, Rockstar could make Burglary missions in Grand Theft Auto 6 incredibly tense and rewarding experiences. As long as the player made it out the door before the countdown timer was finished, this could be repeated over and over again in the same house, completely breaking the intended tension and immersion of the game. This led to the possible scenario of a player sneaking into a house, picking up an item like a microwave or a television, and then running as fast as they could to the exit, ignoring stealth completely. Most of the home interiors weren't very large, unless the player was exploring the fancier sections of Vinewood or high-end luxury houses on the outskirts of the Las Venturas strip, and the police countdown timer, along with NPC alertness, would often reset if a player escaped in time, even if they were already spotted. While San Andreas did include a limited stealth mechanic (thanks to Rockstar's work on the even more controversial Manhunt franchise) it was somewhat rudimentary in scale and could easily be taken advantage of. Rockstar could very easily apply their NPC conversation mechanic from Red Dead Redemption 2 to this mode and allow players the choice to threaten, reassure, or eliminate homeowners before they have a chance to alert the authorities. This happens immediately, whether or not the residents inside the house actually had time to call the police or not, and if the player doesn't escape before the timer reaches zero they are slapped with a three-star Wanted level. Whilst not essential for 100% completion, Burglary Missions are helpful in two ways.If a player was discovered while looting a home in Grand Theft Auto: San Andreas, a countdown timer would immediately appear on the screen telling them they had only ten seconds to escape the building before the police arrive. ![]() Follow the marker on your mini-map and you'll often reach a back alley where you'll need to park the van inside a garage. Once you've grabbed all you can, you must drive the van to a lockup to secure the goods and complete the activity. You usually have more than enough time to get most of the crates, but if for one reason or another your time is short do not risk getting caught for the last one or two things. You'll want to make sure that you move very slowly as you head out to the van. Picking up the crate forces you into standing, and therefore you are far more susceptible to making noise. You are looking for items to carry out to the van one by one these items (in the introduction mission) will be telegraphed by both a green arrow and a marker on the mini-map, as detailed in the image above. Whilst inside the house, crouching is recommended.
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