I recently took up lockpicking as a hobby and it's a lot of fun. The other day I remarked to myself "Hmm.. This sound is kind of suspicious. I'd definitely get weirded out if I were to hear this coming from my front door, or from the dungeon downstairs where the..." Anyway I starting thinking about Kenshi since stealth gameplay is a big part of this game. Wouldn't be cool if the stealth mechanics were built upon even further in Kenshi 2??
I do micro manage a lot in the exciting combat parts of the game, but not so much in the stealth part of the game. But, what if there was a way for characters to make sound on purpose in Kenshi?
There could, for example, be a feature where dialogue could eat up a little bit of time instead of being instantaneous. During such a timeframe the sound of locks being picked might be less noticeable, right?
But dialogues are a weird thing really. It makes you dependent of having someone to talk to in order to talk, but do you really, really need that?
What if player characters had the opportunity to say things without a predetermined conversation partner?
I don't know what such a thing would look like in Kenshi, but in my head I see that interaction wheel from The Sims, but with Beeps face in the middle facing the relevant dropdown menus while I navigate to the subsection that includes "FIRE! FIRE!" so that Beep can distract the merchants while Espher takes advantage of a special discount from their stocks, which definitively could have been classified as a "steal" had the merchants been more engaged in their merchanting at the time.
Stealth is a very complicated mechanic to implement in a sandbox game such as Kenshi, and surely there is not infinite time to experiment with all the fun ways to making it all playable.
I have one more thing though
Beep should have a dynamic "suss"-value for all NPCs that see him.
Beeps "suss" value should decide how likely NPCs are to do the following based on how high it is;
looking in Beeps direction,
following him,
how far to follow him (and at what pace),
talking while following,
notice sounds from Beeps direction
Notably Beep shouldn't get any suss points for shouting "FIRE! FIRE!", but he should get a lot of suss points for being "seen" in the very center of where the shouting originated from
Ideally Beeps suss-value should be unique for every NPC that has "seen" him, but I don't know how feasible it is for every NPC to check for sussness for an entire 30 man player squad at a regular basis.
Maybe a reasonably armed player character with a respectable outfit doesn't need to generate any suss-value..? Expect for with the NPCs with the "busybody" personality trait of course.
BTW.
The main categories in my imagined "The Sims chatwheel" would be:
"Agree" - including; "nod", "Yes!", "vague yes" that takes longer to say and therefore stalls for time.
"Disagree" - including; "No."
"help" - including; "Trade with me!" and misc alarms such as "FIRE! FIRE!"
"diplomacy" - including; "Howdy!", "I surrender!!!", "I'm very big and scary!!", "Have cats! I'll pay!!"
"Stories" - including; "random drinking story" and "have you heard that..." and "Woe is me! How did I end up here?!"
"Commands" - Including; "Follow me", "Ruuun!!" (and ignore combat), "Wait here", "stay low" and etc
Saying "Howdy" a couple of times in the earshot of NPCs could be a great way of erasing Beeps suss-value with those NPCs. Perhaps it even could even have an effect on the suss-value of his nearby visible companions?
The function of "talk"-feature is thus an extra tool for the player to manipulate the NPCs and like this it could be a good idea to limit the visible effect this tool had on the NPCs in the final product so that it becomes a cute addition to how players engage with NPCs and not a "de facto" one, such as perma sprinting or combat kiting in Kenshi 1.
Additional options for non verbal actions should be considered with such an implementation, such as the option to sheath a player characters weapons. Would be a nice thing to be able to do, when the attacking NPC prompts Beep to put away his weapons, after hearing Beeps vocal proposal to surrender.