That’s another purpose for lookouts. To prevent ppl from just doing that. If a lookout sees a kill or dead body, they can (or will) initiate an escape for the other suspects/target.
Each syndicate is connected to another i suppose and again as stated, to raise difficulty. And ioi meant within the same syndicate that other maps will get alerted.
Did they ever tell us, at any point, that alerts would be raised in the following contract after moving to the next step in the campaign? I have been playing with utmost care in showdowns that I didn’t need to, for the expressed purpose of avoiding alerts with the next contract, and it hasn’t worked. I’ve thought it was me, that I was doing something wrong. If this was going to be happening anyway, by design, and IOI never told us that this would happen or was part of the intended process, when their only communication to date about alerts has been that it happens if you raise alarms, then that means I’ve been wasting my time and efforts for something that wasn’t properly communicated to us, and that pisses me off. Once again, IOI reveal that they are great when it comes to games and their presentation, and shit when it comes to proper communication.
Unless they did in fact state that somewhere and I missed it, in which case I’ll take that back and admit that I’m shit at paying attention.
I don’t remember if IOI ever actually explained how the alerted territory mechanism works at all. They’ve mentioned it for sure, but never provided a very detailed explanation of what the rules are. I think most of it was figured out by the players before IOI said much about it.
In my experience though, the first syndicate in a campaign will have no alerted territories (unless you cause them to be). The second syndicate will always have one alerted territory to start and three non-alerted territories. The third syndicate will have two alerted and three non-alerted. The final syndicate will always start with three alerted territories. This happens all the time no matter how well you did the previous showdown.
In hardcore mode, all territories are alerted all the time so none of the preceding applies.
IOI never explains Hitman’s game mechanics in detail… Freelancer has maybe got to be the most explained game/mode they’ve made (though a lot is hidden within the fast moving loading screen tips and that really long introductory video I only watched 3 minutes of before getting impatient). The Hitman series has always taken the approach of “here’s the basics, figure the rest out on your own”, which has both pros and cons.
Before that I had one in Mendoza… 2 targets escaped, but the leader wasn’t alerted. Diana didn’t say the leader escaped so I assumed I could continue. That one worked out.
The one for Sapienza - I had the leader pegged as Prime Suspect due to her tells. I had 2 others that matched the descriptions (and were also Prime Suspects). But I wanted to play it safe and check the other look-a-likes for their tells. If I only killed the one that had 2 of the 3 tells… Losing a few by killing the wrong one would’ve been better than them getting away and losing ALL of my gadgets.
It all went downhill immediately after getting spotted by a lookout that came up the steps to where I was just nearby Jingles the mime.
Question: One time I had an objective to “destroy cameras” and the count on it was 0/3. I shot way more than 3 cameras, but that number never increased. So what’s the deal with that particular objective?
Do I have to hunt every single one down on the map? Or maybe blow them up with a nearby explosive?
Question is… do these fucks owe explanations for all of the mechanics in their games? Is this some new rule for developers that I missed? Or is it only when its regarding the mechanics of a mode that is totally free, that it is a requirement?
When they explain one part but not another, seems a lapse in judgement. Seems they do owe us full clarification when they take the time to explain one part but not another, which can and often does lead to confusion.
Side note: fucks in this respect is a synonym for the word guys or fellas, to be clear. I use the word to denote irritation, but not to actually insult.
Seeing Heisenberg get super salty over not having figured out how Alerted Territories work has made my every last Hokkaido Showdown failure worth it: thanks, Freelancer!
No manual. No instructions of any kind. You had to figure out the entire game completely on your own since it came before the Internet even existed. When you put the disk in the drive and turned on the computer, you got nothing except a prompt that just read “Logon:”
Irrelevant. They didn’t leave us to figure everything out on this. They told us what would cause territories to become alerted, and having said nothing more on it, it strongly implied that that was the only thing that would cause them to become alerted, and that if you simply avoided causing them to raise an alarm, you’d avoid having alerted territories. This turned out to not be the case. Why did they tell us the one part of alerted territories, but gave us no warning about how else you might encounter an alerted territory? It had me thinking all this time that I was screwing up somehow when I wasn’t. If you’re going to drop info on something as a warning to players, how about you give a full context warning?!
Sigh. Either way, at least now I won’t have to be as careful in my showdowns outside of fulfilling my objectives; it apparently means diddly anyway.
The only way future territoires in a contract can go from non-alerted to alerted is if you fail or exit a non-alerted territory in that contract. Since you can’t fail or exit showdowns and continue the campaign, your caution is moot to begin with.
No, it’s not. I basically wanted to get the challenges associated with this mode, so I Alt-F4’d a bunch of times whenever I was failing the prestige objectives. Got so tired by the last syndicate, that I started speed running it anyhow without caring about the payout objectives.
It is moot, yes, but he was thinking that his performance on the showdown missions impacted the alerted state of the subsequent syndicates, which they don’t. In other words he was playing in a way that he wouldn’t have been if he had realized that the alerted state of those syndicates isn’t a consequence of the showdown mission at all.