There are a few quests where non-lethal takedowns matter, but, otherwise, there is no difference between stealth-killing and non-lethal takedowns.
I suggest the following:
I suggest the following:
- Non-lethal takedowns give more stealth XP than the lethal ones.
- Enemies can wake up after a non-lethal takedown. Wake up time depends on the player's stealth level and maybe some perks.
- After the wake-up, the NPC raises an alert and resumes the fight unless put into a container.
- If put into a container, the NPC cannot escape. However, he/she still can produce sounds after the wake-up, alerting others nearby.
- Clearing the area gives the player bonus XP for every enemy left alive ("pacifist XP"). NPCs that wake up after the area gets cleared become non-hostile (run away).
- [OPTIONAL] Introduce a perk into the stealth skill tree to display the enemy wake-up clock on the HUD.