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Current Mission Layout And Level Design Will Never Support Stealth.


Aspari
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Sad but true. The levels are currently "get in, kill stuff, acquire something, get out." You can truncate the "acquire something" part if you play extermination. Level design doesn't allow you for very many routes of progression: barely any vents to use, you can't stick to ceilings, crouching behind an object to avoid detection rarely works, and you can't draw attention away from yourself once you've been discovered.

 

Then Lotus has the nerve to say "We cannot let our target know we're here. Track them down quickly."

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I believe the Devs tossed around the idea of multiple entrances via air ducts for tilesets, but obviously nothing as of yet, so here's hoping they get around to that someday. Any yes, we need some kind of distraction item/gear to draw enemies away from doorways (it could be a smokebomb or a sound emitter... or even a rock really).

 

 

EDIT: I also wouldn't mind seeing more parkour elements used for stealth, like handholds on the walls and ceilings for us to climb on so we can drop down on enemies Batman style.

Edited by Paradoxbomb
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You have to use the "if no one' around to hear it" approach.

If a group of space wizards obliterate an astroid base and there are no survivors to talk about it, did the make any noise?

If you want to get technical? Yes. The detonation of the asteroid base will send charge particles in every direction that will get picked up on various instruments including audio/speaker systems which will cause buzzing crackling static. So yes, if a bunch of space wizards blow up an asteroid base just about everyone in the system will hear it... they just may not quite understand what they are hearing.

=====

On a less silly note. It less the level design but rather the limitations of the random dungeon system. It currently isn't able to do multiple paths to the objective tile. Which would be one of those elements need in more 'stealth' based game play. One solution would be to "think with portals" and use some of the same tricks that the Portal games do with XYZ displacement and camera/rendering. This would allow for 'vents' to occur and shunt players into different tile generated paths as a way to avoid AI. That would be a more complex fix.

Although there are ways to 'fake' a stealth style game play in a linear map. For a start being able to shut off 'alerts' and return the AI to a patrol status is one. To keep it from being abused subisquant 'alerts' both increase the rate/number of enemy spawns and the difficulty of hack to shut off the alarm. Rewards for stealth can be linked to something like the 'number of times Alarms are triggered' + 'length of triggers'.

Edited by Brasten
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Cqv13Nh.jpg

 

Stealth your way through that. Anyhow, I would really like to see a stealth game mode, where if the 'Panic Button' is hit, you have only a minute to get your target and gtfo. Maybe it be like a Mode similar to nightmare mode, whereas special traits are added to the level like a lower spawn rate or something.

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Cqv13Nh.jpg

 

Stealth your way through that. Anyhow, I would really like to see a stealth game mode, where if the 'Panic Button' is hit, you have only a minute to get your target and gtfo. Maybe it be like a Mode similar to nightmare mode, whereas special traits are added to the level like a lower spawn rate or something.

Invisibility before hand, destroy them all before times up. 

Unless of course you mean the fact that the alarms have already been tripped because of that skate sitting there. 

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You have to use the "if no one' around to hear it" approach.

If a group of space wizards obliterate an astroid base and there are no survivors to talk about it, did the make any noise?

If stealth is no longer viable... that must mean the Tenno ARE SPACE WIZARDS!

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