>>16570294Next, for whatever reason, they made the NPC "annoyance" AI really weird.
What I mean by that, how they get iffy about it when you interact with a book/datacube while near them, or random specific things as I'll get into it.
They're programmed to play a voice-line telling you to fuck off if you do. As if you're doing something THAT bad. Why would you leave books and notes laying around if you don't want me looking at them? Isn't it actually more rude for you to tell me to go away simply for taking a look at something, rather than me peeking around? Do you just tell people to go away if they look at things in your room? What kind of assholes were the developers over at Ion?
What's weirder is, they bothered to code that in and also record voice-line, but didn't go any further with it. I mean, you can just hack people's PCs right in-front of them. As they're using it, even. (I think that's actually one of the few one-ups HR has over the original, if I'm recalling that game right? The rest of it is embarrassing.)
It's not even as if it's an oversight or anything, because you're actually wanted by the game to go over and do it. There's an e-mail by Paul telling you to go look at Manderley's PC after you first come back from NYC, and you can only access his computer by using at as the motherfucker is just sitting there. Why not make it so you would get punished for it if you got caught viewing it while he was there, and had to catch him while he was off it, or distract him somehow?
Or Smuggler. There's no way to get the password to his user as far as I know, so, the only way for you to view the stuff there is to hack this OPSEC obsessed arm dealer's computer right next to him. That makes a lot of sense.
I don't think you can say it's because of time constraints, I mean, the full functionality for NPCs being annoyed with you was already programmed in. All they had to do was be a little more creative with it. Just saying.