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While it wasn't ultimately successful on my attempt since other guards were drawn in and my thief was defeated, I did find that you can attack a guard who has captured one of your theives, and free them as long as you get to them before they are lead to the edge of the map. Could be useful if you have good combat stats, or have a fighter thief with better jail time traits (like Key for example, if you train him in knife fighting), allowing you to trade one captured thief for the other.
In the meantime, I'll second darkSol and share some of my observations from the combat system in hopes that it will help a little. Combat can be a pain sometimes, and it's required for a few missions.
Tips:
1) Train up a few thieves to just be assassins. Don't worry about their stealth too much and just buff their speed and stength. Get them knife fighting, critical strike, and acrobatics. Acrobatics will help them escape.
2) If you're going to fight, try to do it in a building close to an underground escape. Your killers will need to extract and you don't want them to have to cross 3 buildings of guards to get to the extraction point.
3) Plan your combat. Stake out a building and find out where the guards and peasants are first, so as to not run into trouble.
4) Don't fight in the street. Other guards will likely see you, especially if they were in a house and then leave to guard the street.
5) For combat missions, pick a building with few guard patrols, install your thieves there, and go to work. Do not open locked doors right away, as these often contain guard patrols you are not aware of which will then flood the building and level once the door is unlocked.
6) PROTIP- You CAN in fact double team guards. However it can be wonky sometimes so you want to minimize the game's weirdness as much as possible. The best way to do this is to pick a designated fighting/ambush zone in your building of choice.
The ideal fighting spot would be a large room, preferably at the top of a stairwell. We'll call this the killzone. Hide one killer to the left of the killzone (top of stairwell), and one killer to the right of the stairwell. When you're ready to isolate and kill a guard, have them spot a revealed killer, and then have them chase that killer to the killzone (up the stairwell from underneath). As an example, righthand killer pulls guard to top of stairwell, moves into position to right of killzone, and begins fighting with guard. At this point, lefthand killer reveals himself, and moves in to left side of guard. This will cause a doubleteam.
For best results, have the 2nd killer click on the target guard while in fighting mode. The reason we pick this large killzone at the top of the stairwell is because sometimes obstructions like doors and bottoms of stairwells seem to confuse the game and prevent a doubleteam.
I have in some situations also been able to doubleteam a guard when both killers are on the same side of the guard. However, this may be a bug/luck.
Good luck.
While you can double team a single guard, you don't get the same flanking bonus guards have against you.
Fighting is also not supposed to be the be all and end all of the heists, you aren't supposed to go into a zone and kill someone then hide for a while, this isn't skyrim or fallout where you can almost do what you want without consequences. Each action has a consequence attatched to it.
The fun part about the fighting skill is figuring out exactly what to do with your character once they can no longer hide. Do you run them straight to the exit? Do you use them to clear the house you are in before escaping? Do you leap frog the character from one building to the next trying not to get spotted by any new guards?
My advice would be to play more of the game and learn the mechanics a little, the learning curve is very steep.
I personally feel people are too used to hand holding in video games, however you do have to cater to what your audience wants. So sometimes if the want for easier gameplay is way higher than the want for it to stay the same then something needs to be changed.
It could be a slider so only the portion of players who want that get it, or it could be an overall change where everyone is forced to deal with that.
Either way Stoic seem interested in listening to good feedback and suggestions! So throw out good ideas!
First, if your thief gets in a scrap with the guards they're probably going to get banged up a little bit, you know stab wounds, gaping lacerations, and blood dripping everywhere. No sane guard is going to ignore some random skulk who looks like they just single handedly stormed the bastille. But this justification only holds if the thief actually gets into a fight instead of running away when discovered.
Second, if your thief has been spotted by someone it stands to reason that they would warn others and perhaps even pass along a description of the thief so that guards know who to look out for. But this justification only holds if the witness actually lives long enough to tell the tale.
It is absolutely absurd that killing one single solitary isolated person in an empty house would rob your thief of all their stealth. Unless this is a setting where people are telepathic, then it makes more sense.
Just as in a pen-and-paper game, you roll a die to determine whether you got a good hit or a bad hit, and then use that result to simulate an event, to describe a real experience.
I go into this game expecting to have the experience of being a medieval thief simulated for me with simple mathematical systems, not expecing real-world, super precise 3d positioning and visual, auditory and kinesthetic stealth detection, etc. The game isn't even 3d, it's a 2d cross section. We simulate the building having an awning by visually depicting an awning jutting out at the player, and having the player unable to see underneath it unless thieves are stationed nearby to have direct lateral line of site. Surely this building has a Z dimension, does it not? Windows through which citizens can see? Passers-by which may see into those windows, neighboring tenants who may hear sounds or have seen certain people enter, etc.? But we cannot simulate this because it is not a 3d game with radiant AI and a living breathing world, etc.
The point I am making is, we simulate complex scenarios knowing the simulation will be abstracted and simplified, not demanding a perfectly accurate real world double.
I don't look at it as, "I killed a guard, the AI is fully telepathic and now automatically knows what I look like, they had no line of sight on me, no line of sight on the body, etc., this game is cheap and unrealistic." I just look at it as roughly abstracted medieval thieving simulator using mathematics. Maybe someone saw or heard the scuffle, had enough good sense to not go near a murder in progress, and reported it to the guards and now they're on the lookout for my description. Maybe the panhandlers and beggars saw and word has traveled through the grapevine. Again you're playing a 2d cross sectional game where the Z dimension isn't even rendered. My bottom line is, I'm supposed to be stealthing and thieving, and murdering guards is an enormous risk. Just like in more detailed stealth games, guards dont detect you if you lockpick, open and close a window, but they will be alerted if you go loud, use brute force, break out your crowbar and shatter it. Same mechanic. I took an overt action to not have to use stealth for this area, therefore I experience gameplay consequences for doing so.
You can say this is "flaw overlooking," but in my view it's really not. If you accept that you are playing a video game simulation to give you an experience using rough mathematics, it's not something I find that frustrating. In fact the entire heisting game interface is a rough simulation of a patch of a neighborhood using crude values from the stakeout view to simulate an amount of loot that may be in that area. If you see it for what it is, it's not that hard to be contented with it.