Freelancer - General Discussion

Not at all, because their behavior is entirely that of bodyguards and not at all evocative of assassins, paid or otherwise. Shoot anyone who attacks your boss is not the job description of someone whose vocation is targeted killing. At best they could be considered ill-equipped mercenaries hired to engage an offender with extreme prejudice once they reveal themselves, while patrolling in defense of a client until that time, but otherwise, aside from being able to kill you in fewer shots, are these guys really any different than the guards that follow every other target in the game around? I definitely would consider the ICA agents, or the Rival from the Envy escalation, all of whom are in pursuit of specific targets, as more befitting the label of “assassins.”

The assassins need to talk like civilians instead of guards. They should still pick up weapons but keep (and use) them to deny players an opening.

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I think you hit on the reason behind the problem. Envy introduced the mechanic of “rival assassin” to the World of Assassination but instead of doing it correctly they made the nothing more than bodyguards.

What they should have done was to introduce actual rival assassins who would attempt to kill your target either by systematically killing off each suspect or actually going after the real target. That would have made them actual “assassins”.

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Or ones that were actively seeking you out as you sought your target, meaning they can follow you around the map depending on where you’ve been and what actions you’ve taken, and you the player then see them and think, “huh, that’s the second time I’ve walked past that bearded guy in the Grateful Dead t-shirt and the Fuck You hat, and this is not anything like that last area I saw him in… I wonder if he’s following me, maybe he’s also an assa- PISTOL!”

Assassins that are competing with you or actively hunting you, don’t really care which, but dudes following their boss around ready to pull out a gun if someone looks threatening, I’m sorry, that’s not a fucking assassin, that’s a glorified bodyguard, no two ways about it.

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Having not read every reply could it simply be a matter of the “assassins” being able to 1 or 2 shot 47? If they were labeled “bodyguards” then you’d think you could get into a regular gunfight and sponge several of their bullets. So since you’re much more likely to die (or get ‘AGENT DOWN’) the more accurate name better fits their capabilities.

So what if they’re called whatever. At the very least the player should know they’re a much more serious threat than regular bodyguards/enforcers. So there shouldn’t be any confusion there regarding the situation. Hell, you can call them “lucky shots” if you want - the outcome will still be the same.

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Except it has nothing to do with their capabilities. Their ability to kill you so fast has to do with their weapons being overpowered, and nothing to do with any skill they have excepting aiming well enough to hit you. The prerogative of an assassin is targeted killing; these NPCs are not engaging in that, they are just following their boss around and then attacking an intruder once a threat is perceived. That’s the behavior of a bodyguard; an assassin actively seeks as specific target, or lies in wait for a specific target. These guys don’t even know you’re a threat until you expose yourself.

Clever idea :+1:

Or they could at least make those bodyguard “assassins” hunt for 47 or attacking him in a harder way than usual guards…

For the game to have an NPC actively “hunt” 47, it’d have to either implement the ‘follow mechanic’ of a particular NPC in a certain Colorado escalation (from H1), or have an AI that independently and actively looks for you - no helping/cheating from the game. I don’t believe such a thing is possible currently… Although there is a Mod that makes guards “actively search” for 47, even if he’s hiding in a crate/closet.

Capabilities… Weapons used by… I see these as the same thing since they both apply to the same NPC type. A regular guard isn’t going to pick up and use an “assassin’s” gun and 1-shot 47. They’re always going to pull whatever weapon they’re assigned to use out of their ass (or thin air) when it comes to gunfights, be it a Bartoli, shotgun, or an AK-47. :joy:

Now I’m wondering about different gun types and the range they’re used at.

47 w/ Shotgun, close range = death.
Guard w/ Shotgun, close range = 47 gets injured.

I can’t say I’ve had an instant death being shot by a shotgun.

So one could work out that regular bodyguards do not give lethal hits when they shoot regardless of the weapon’s power. Assassins do.

Perhaps it comes down to a tweaking of perks/abilities assigned to an NPC. Assassins have a higher perk than regular guards.

I don’t see the point in the naming issue. It’s just a different name to differentiate them. Sure, they’re still bodyguards. Just with extra/better perks.

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The ones labelled as assassins do. But functionally, they’re just overpowered guards. Had they not been labelled as assassins, nobody would think of them as such. At least, nobody without a proper understanding of what an assassin is within the context of the world of Hitman.

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Exactly that. Ppl would be confused if regular bodyguards 1 or 2 shot killed 47. So labeling them something that is kinda like an Insta kill, shows how dangerous they are.

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When the initially announced Freelancer and made it known that there would be “assassins” I think we all thought “Envy” and “Rival Assassins”. When they turned out to be little more than bodyguards, I know I was disappointed and I assume a lot of other players were.

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I’m glad that they didn’t “Envy-ify” the assassins. Since the rival in Envy is really just a timer in NPC form that is just very static by doing the same thing at the same time and doesn’t have to play by any of the “rules” that the player does.

I’d rather the assassins we got than that in Freelancer.

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Honestly, if you disregard 47, the ICA kinda sucked. :joy:

ALL the agents we see in Berlin were absolute fubars and everyone else sucked as well.

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Right, but how dangerous they are has nothing to do with what they were labeled. They don’t act like assassins, they don’t function like assassins, it doesn’t matter how deadly they are. That’s just more deadly bodyguards, like how those soldiers on the train in Carpathian Mountains were more dangerous soldiers. They might be deadlier, but that doesn’t change their behavior patterns. These guys are not hunting us, nor are they lying in wait for us specifically, able to see through any disguise, at least not on non-alerted showdowns. To be an assassin, or hitman, or hired killer, whatever you want to call it, you are actively pursuing specific prey, not just walking around with your boss waiting for something that might or might not happen. That’s a bodyguard.

That’s just because they were up against 47. ICA, as far as we can tell, had been around at least as long as Providence, and they were doing fine before they hired 47. Once they did, and knowledge of his genetic superiority got out, it started causing trouble for ICA. Between the Franchise taking out so many of their people, Travis wasting so many resources by throwing them at 47 and getting them killed, and then the latest incident in Berlin, we’re talking a whole generation or two of professional hitters being knocked off, half of them by 47. Most others that weren’t employed by ICA were targeted by 47 as well throughout the series. So by the time we get to Freelancer, there’s nobody left in the world anywhere close to 47’s caliber. It’ll be years before those vacancies are filled by new people trained in intelligence agencies and elite military squads around the world looking for work.

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The glaring omission in all of this is Knight and Stone. Where dey at!? :joy:

Given that they were on the ICA’s watchlist (as of the Sniper Assassin missions) and eventually ended up joining the ICA (as seen in Hitman Sniper: The Shadows), either on the run or captured and in prison after 47 blew the whistle on the ICA in Chongqing.

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Well then you should probably consider it a case of

“for lack of a better term - there are these guys that follow syndicate members around and can kill you in 1 or 2 shots.”

But, you know, K.I.S.S. usually works better. So, “Assassins”.

But please feel free to make up your own proper term/label for them and stick with that. Bodyguards that are marksmen. Like “Marksguardsmen” or whatever. The rest of us will continue to be on our best behavior around assassins™ or the extra deadly thingamabobbers.

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Kinda sounds like a new game idea. :+1:

Correct, on a technicality, but again if a player dies from 2 shots, what will they likely complain about, that they died from an assassin or a bodyguard?

The label was just to give them that understanding of how dangerous they really are. Not labelling them or just calling them bodyguards doesn’t show the seriousness of them. IOI just wanted people to know the real danger of them if they just walk in and just shoot suspects. Players can’t just run around so easily.

So at the end if the day, yes it may not make sense to label them assassins when they don’t act like them, but the seriousness and danger of them are just as identical.

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It’s impossible to compare the two going by lore only. The Freelancer assassins are completely non-existent in terms of lore (and lore regarding Freelancer is already pretty thin to begin with). You’re even dabbling into game mechanics yourself by comparing them to bodyguards.

Besides, just by listening to their transmissions it’s pretty clear the ICA agents are not only completely outmatched, but also handling the situation very recklessly (their retreat in particular is not “them being smart enough to call it a day before they all die”, it’s a panic move - if they were smart they wouldn’t all rush to the same place and risk being annihilated, they’d disperse to minimize the risks of casualties).

That would probably have been very hard to do considering the random nature of Freelancer targets. The rival assassin in Envy is heavily scripted and relying on a lot of timers.

This on the other hand would have been an interesting way to add actual assassins. It’s already been done in a somewhat similar fashion in Mallory Misfortune… but I think a lot of people hate this escalation so it’s no wonder IOI didn’t bring that mechanic back :x

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