JFSOCC Posted January 6, 2013 Share Posted January 6, 2013 First off, let me apologize for not having pictures to explain what I mean. I tried doing screenshots but somehow they came out all garbly, and online I cannot find examples of what I wished to demonstrate. So, Commandos is an isometric game of a different sort, for those who haven't played or heard of it, you play an elite group of special forces during the second world war, each with their own specializations. Never is your team greater than six members, so in many ways, it has some overlap with the IE games. Despite not being a RPG. I bring this up because I believe stealth is done pretty well in Commandos, and with a few minor tweaks could actually be pretty well implemented in P:E. If you cheat in commandos, as I was prone to when I was younger, you had the option to "trace" the enemy's observation. This involved a few things First you had line of sight, a cone moving outwards from every npc, divided into two parts, a part nearby where anything could be seen and a part far off where you could be observed if you were standing up. Enemies could also see tracks left in snow, though these disappeared after a while. Then, there was something you could only see if you cheated, which was your sound signature. Different weapons had different signatures, but all of them were basically a radius around the player, whenever they were fired. If you moved at speed, your movement had a sound radius as well. enemies within the radius of the sounds would become alerted to it. they would shout out in alarm, which had it's own (rather large) sound radius, but if they were isolated this would not be too troublesome So commandos worked by sneaking towards enemies, dealing with them one by one, moving corpses out of the path of patrolling enemies. Or if the fancy struck you, by ignoring them and using your observation skills to bypass them without leaving a trace. I don't see why this system couldn't be implemented in P:E. Your Stealth skill could affect the range of your enemies observation skills (visually) or perhaps their sight cone could be divided up into pieces, the more stealthily you are, the more parts of the cone you could enter without being spotted. Vice versa, observation skills could increase the sight cone of enemy NPC's, those with tracking skills would be better at observing footprints left behind by your team (and you might see enemy footprints based on their distance to you, and the time since an npc walked past.) I think this would make stealth immensely more dynamic, and would make it a skill where the levels you had in it would change the challenge, but never eliminate it. You couldn't just walk in front of some dude, so you would have to keep paying attention to their movements and positions. and their patrol routes. Skill in move silently would decrease the sound radius/signature you have. A "silent running feat" would make your running sound signature whatever your walking sound signature is. Armour would affect this too. so you could be a stealth character with heavy(loud) armor, but this means you'd have to avoid enemies at greater distance (rather than just have a stealth check fail) and walk slower. Different enemies might have different ways to spot you, some being excellent listeners (their hearing range has to overlap your sound signature in order for them to notice your sounds) Dogs could use scent, seeing where you've been (but this would evaporate over time, quicker outside than inside, and not through some obstacles.) Spotters could have narrow but long vision cones, Guards could have short but wide ones. I think this would create gradients of stealthplay, where it isn't a simple pass or fail check whether or not stealth succeeds. You'll still have to play and pay attention. Your bulky barbarian can still sneak, it's just much harder for him because he'll get spotted much easier. And most importantly, getting spotted doesn't have to alert the entire base to your presence, which means that if you enjoy stealth, you're not forced to instantly reload. (I imagine some alarms could trigger everyone to go on high alert) Oh, and no "must have been nothing" nonsense. An enemy alert isn't going to back down quickly. - Finally, I think this is fairly easy to implement. Sight cones can be stuck to characters' orientation. The shape of them to their class(or role), the size of them to their observation skills (linked to a numerical value, so that things like equipment and skill can affect it) And what they can spot (tracks, movement within distance x , stationary within distance y) while stealth abilities will allow you to move the range of either enemy observation skills, or decrease the range of your signals. Also for weapons some make noise, some might have a noise radius where they impact while others have a noise radius where they come from. Sorry for the rather poorly worded idea. maybe I'll format it better later (don't count on it) --- TL;DR: an idea to make stealth more dynamic by making skills for stealth and observation work in gradients 6 Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.---Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons. Link to comment Share on other sites More sharing options...
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