paradox prevention

hey guys.

i was replaying hl1 yesterday, and i realised after getting the crowbar, you could backtrack and kill eli and kleiner.

now it would be easy to make a locked door or something once you get the crowbar, but i would like to suggest some more creative solutions:

a. you could have a part of the hallways leading back collapsed, problem with this is how would eli and kleiner get out?

b. you could have ruptured pipes that spew some sort of toxin

c. the laser room of death could have a laser that shorts out a control panel next to one of the doors, but again, how would eli and kleiner get out?

anyone else got an idea?

Or you could just grant them God mode…
Just saying :slight_smile: I don’t think you’re actually supposed to kill them :stuck_out_tongue:
But, if the Godmode answer doesn’t work, a fadeout saying “Subject: Freeman Status: Failed through creating temporal Paradox” like something in Opfor when following Freeman could appear.
Don’t think they’ll introduce it though, if that was the answer you were looking for :slight_smile:

They’ve probably taken care of it. In UC, not AM.

Probably just make it impossible to go back after the player gets the crowbar through a collapse, locked door, what have you.

Maybe the door that Eli opens for you would close after Gordon goes through that room with green lasers. After that you could not get back because the retinal scanner would just say that ACCESS DENIED-thing.

Does it actually really matter that much?

no, it really doesn’t. might as well make it so that if you impulse 101 and get all the weapons to kill all the scientists in AM, those specific models can’t be killed either. this is just a little too nerdy and pointless to make it worthy of its own thread and if it hasn’t already been dealt with in some way, is more effort than it’s worth (which is not a lot in either category)

I know it isn’t important, it was an sarcastic question.

I might be mistaken, but I thought that the devs once said they made any characters that appear in BMS and HL2 invincible.

Although it would be just as nice if you could kill them but then the game ends and gives you some message about a temporal paradox.

what about “failure to preserve mission critical personell”?

theyre not technically mission-critical really, i like lord grevious’ idea

how about
“Subject: Freeman
Status: Observation Terminated
Post Mortem: subject attempted to terminate critical individuals”

https://www.youtube.com/watch?v=APH1LIJaq7A

EDiT : The creepy announcer voice should make the announcement like Major Zero in MGS3. “No, you can’t do that! You’ve created a time paradox!”

-Kawai Tei-

The devs said any character could be killed, if critical or not (with the exception of G-Man, probably) since they want to preserve as many features from HL1 as possible. Not to mention that the rocks falling thing would be a pain in the ass to animate unless they dug up an animation from other sequences in which rocks fell.

How about the green beams from the AMS shoot into the control room so badly after you leave that you can’t get back over to kill them without cheats. Just make a wall of beam tendrils that do massive damage.

What about one of those Security Sentry Guns? Just stick it at the end of a hallway so that it’s impossible to go back without being shot up. After you pick up the crowbar, VOX could say something like “Danger, turret defense systems activated, Sector C” and have the gun become active.

If there was only one turret, it wouldn’t make sense. Plus, when you pick up the crowbar? That would be like having the elevator fall when you break the glass (which it does in HL, but not BM. I think.)

oh, I know a way to prevent this scenario; have the door (that Eli opens) close and lock behind the player as they pass through the AMS control room.

Or just put the crowbar at the very end of the game. Problem solved.

AND problem re-produced. without the crowbar, the player wastes precious ammo accessing vents not to mention not being able to access the elevator shaft directly after finding it.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.