Nightchills Posted February 25, 2013 Share Posted February 25, 2013 Agreed +1 Link to comment Share on other sites More sharing options...
DornRedeyes Posted February 27, 2013 Share Posted February 27, 2013 I often wondered about this myself. If I tried super hard on a given mission, I might be able to take out three guys without being detected...but there are just an insane number of security panels in this game. I think there are like 10 per room. Lets say I enter a room, and there are 3 guys. I mad dash one of them and take him out. The other two will reach a security panel within 5 steps and sound the alarm. For a game the devs are toting as "Space Ninjas" there isn't a lot of stealth involved. Aside from that, AWESOME game. I purchased my founder pack 2 hours after trying it out. Link to comment Share on other sites More sharing options...
Nokturnel Posted February 27, 2013 Share Posted February 27, 2013 I often wondered about this myself. If I tried super hard on a given mission, I might be able to take out three guys without being detected...but there are just an insane number of security panels in this game. I think there are like 10 per room. Lets say I enter a room, and there are 3 guys. I mad dash one of them and take him out. The other two will reach a security panel within 5 steps and sound the alarm. For a game the devs are toting as "Space Ninjas" there isn't a lot of stealth involved. Aside from that, AWESOME game. I purchased my founder pack 2 hours after trying it out. If you're sneaky enough currently the only way of killing an enemy without alerting everyone is by killing him with 1 hit of your melee weapon (or 2 if you're quick about it) Noone else will notice long as they don't have line of sight of you. But beating a mission without alerting anyone nets you very little to 0 xp so it's lacking the high risk = high reward factor. Link to comment Share on other sites More sharing options...
FatRefrigerator Posted February 28, 2013 Author Share Posted February 28, 2013 If you're sneaky enough currently the only way of killing an enemy without alerting everyone is by killing him with 1 hit of your melee weapon (or 2 if you're quick about it) Noone else will notice long as they don't have line of sight of you. But beating a mission without alerting anyone nets you very little to 0 xp so it's lacking the high risk = high reward factor. It's not so much of a risk/reward thing as it is a take-your-time vs. rush-through-it standpoint. The extra XP for being stealthy would be a reward for taking your time, putting in the effort, and having the required skill to complete a mission stealthily. Link to comment Share on other sites More sharing options...
Kuhl-Ka Posted February 28, 2013 Share Posted February 28, 2013 It seems like the awareness states are already in, but the suggested detection would be interesting to see implemented. Depending on the engine the devs are using, AI awareness can be tricky. What could be improved; -Better audio cues for when states change -Better visual cues for when states change (character animation, mostly) -Longer delay when NPCs hit panels to alert security. Right now they seem to hit the waypoint/nav of the panel and security goes off without even an animation playing. -Add the ability to hack a terminal before an alert can be made. This would add several seconds of delay to NPCs triggering an alert via panels. -Add panels to more doors and allow players to lock and unlock green doors, giving hacker players the ability to temporarily prevent enemies from flooding into a room from that direction (until the door can be unlocked by the hostile mobs). -Allow players to hack terminals near turrets to reprogram turret IFF. -Shooting windows sucks enemies out into space, but quickly drains player health if the timer runs out. -Puzzle timer shouldn't start until the player actually clicks on a piece of the puzzle. -Security isn't alerted unless the timer on a puzzle runs out OR a glowy red segment crosses the link you're trying to connect. Add glowy red lines to all puzzles, so if players are sloppily flipping tiles, they know how they're alerting security vs the seemingly arbitrary alerts which happen now. -Puzzle timers are based on what you're attempting to hack. Optional hacks listed above are shorter. Mandatory hacks like airlock or lockdown are longer and easier. -Melee backstab/takedowns would be fantastic. Alpha Protocol used lethal and non-lethal takedowns. This sort of feature could be used in case 'killing' robots causes security to alert. -Shooting cameras should cause a security alert. Hacking panels disables cameras without detection. None of these hacks should be required for mission progression (exception being windows and security lockdown). Difficulty and alert status should also vary based on what the player is attempting. Reprogramming turret IFF and adding delay to alerts would involve much more challenging puzzles than lockdowns, airlock, etc. I may have more later. Link to comment Share on other sites More sharing options...
FatRefrigerator Posted March 2, 2013 Author Share Posted March 2, 2013 It seems like the awareness states are already in, but the suggested detection would be interesting to see implemented. Depending on the engine the devs are using, AI awareness can be tricky. What could be improved; -Better audio cues for when states change -Better visual cues for when states change (character animation, mostly) -Longer delay when NPCs hit panels to alert security. Right now they seem to hit the waypoint/nav of the panel and security goes off without even an animation playing. -Add the ability to hack a terminal before an alert can be made. This would add several seconds of delay to NPCs triggering an alert via panels. -Add panels to more doors and allow players to lock and unlock green doors, giving hacker players the ability to temporarily prevent enemies from flooding into a room from that direction (until the door can be unlocked by the hostile mobs). -Allow players to hack terminals near turrets to reprogram turret IFF. -Shooting windows sucks enemies out into space, but quickly drains player health if the timer runs out. -Puzzle timer shouldn't start until the player actually clicks on a piece of the puzzle. -Security isn't alerted unless the timer on a puzzle runs out OR a glowy red segment crosses the link you're trying to connect. Add glowy red lines to all puzzles, so if players are sloppily flipping tiles, they know how they're alerting security vs the seemingly arbitrary alerts which happen now. -Puzzle timers are based on what you're attempting to hack. Optional hacks listed above are shorter. Mandatory hacks like airlock or lockdown are longer and easier. -Melee backstab/takedowns would be fantastic. Alpha Protocol used lethal and non-lethal takedowns. This sort of feature could be used in case 'killing' robots causes security to alert. -Shooting cameras should cause a security alert. Hacking panels disables cameras without detection. None of these hacks should be required for mission progression (exception being windows and security lockdown). Difficulty and alert status should also vary based on what the player is attempting. Reprogramming turret IFF and adding delay to alerts would involve much more challenging puzzles than lockdowns, airlock, etc. I may have more later. Yes, I really like all of these ideas, this is good stuff Link to comment Share on other sites More sharing options...
Kuhl-Ka Posted March 15, 2013 Share Posted March 15, 2013 Yes, I really like all of these ideas, this is good stuff Thanks. I've worked on a few AAA games featuring stealth. This stuff shouldn't be too difficult to implement onto the existing systems. It really just depends on how much time their team has to hit it. I'd love to see how their procedurally-generated level stuff works. Link to comment Share on other sites More sharing options...
FatRefrigerator Posted March 18, 2013 Author Share Posted March 18, 2013 Thanks. I've worked on a few AAA games featuring stealth. This stuff shouldn't be too difficult to implement onto the existing systems. It really just depends on how much time their team has to hit it. I'd love to see how their procedurally-generated level stuff works. I assume their main focus is going to be on stealth. In fact I hope it is. Link to comment Share on other sites More sharing options...
Fuzz_ Posted March 18, 2013 Share Posted March 18, 2013 Many good ideas. I think takedowns is in Update 7 Link to comment Share on other sites More sharing options...
Eternum Posted March 18, 2013 Share Posted March 18, 2013 Supporting this thread +1 Link to comment Share on other sites More sharing options...
FatRefrigerator Posted April 13, 2013 Author Share Posted April 13, 2013 I'm bringing this thread back from the dead because I feel something still needs to be done about the stealth gameplay. Link to comment Share on other sites More sharing options...
Guest Posted August 16, 2013 Share Posted August 16, 2013 why hello therethat's some nice font Link to comment Share on other sites More sharing options...
Enguzrad Posted August 16, 2013 Share Posted August 16, 2013 Well, I don't know what to say, it's almost perfect enemy AI for stealth mechanics. I would love to see it in the game. Link to comment Share on other sites More sharing options...
FatRefrigerator Posted August 17, 2013 Author Share Posted August 17, 2013 why hello there that's some nice font I see no difference lol Link to comment Share on other sites More sharing options...
RaianStar Posted August 17, 2013 Share Posted August 17, 2013 Well, I don't know what to say, it's almost perfect enemy AI for stealth mechanics. I would love to see it in the game. Yeah I'm loving this idea as well! Link to comment Share on other sites More sharing options...
FatRefrigerator Posted August 19, 2013 Author Share Posted August 19, 2013 Yeah I'm loving this idea as well! Then keep it at the top of the page list with new suggestions (or bumps). Something tells me DE can't go back to the 4th thread page and read every thread. Link to comment Share on other sites More sharing options...
ArktinenSieni Posted August 21, 2013 Share Posted August 21, 2013 Sounds great. I assume crouch-walking wouldn't make a sound? Link to comment Share on other sites More sharing options...
FatRefrigerator Posted August 25, 2013 Author Share Posted August 25, 2013 Sounds great. I assume crouch-walking wouldn't make a sound? Yeah that's the general idea. Link to comment Share on other sites More sharing options...
FatRefrigerator Posted August 26, 2013 Author Share Posted August 26, 2013 Sounds great. I assume crouch-walking wouldn't make a sound? Other wise you wouldn't be able to melee stealth kill enemies without alerting them. Link to comment Share on other sites More sharing options...
FatRefrigerator Posted September 5, 2013 Author Share Posted September 5, 2013 It's now been about two weeks since the last post, I think that's long enough to for me to shamelessly bump this thread. Plus I have faith in the idea. Link to comment Share on other sites More sharing options...
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