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Stealth and Spawn Rework


(XBOX)Mastermitchel89

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Issues: Enemies not being in proper places more often than not and Enemies not working together yet having Psychic alarms chaining throughout the map within an instant, Possessed or Mind controlled enemies being bad or a invincible distraction, Spectres and AI all over the place being Independent when they are supposed to be working together, all factions acting like infested ie Swarm and shoot immediately without strategic thought Via Commander/Captain

Also Radiation not being effective against enemies that don't work together in the first place, and finally Umbra

Please be Patient

 

Stealth, Spawning and AI Reworking

 

-Spawn Rules-

All Spawns- Enemies should spawn in squads (the only exception being Infested or specifics like kavats) Examples, 3 Lancers and 1 Elite Lancer, 2 crewmen 3 Moas, 1 shield osprey 1 crewman and 2 moas, 1 Lancer Eximus 1 Hyekka master 1 ballista 1 scorpion.

Natural/Starting spawn Conditions for enemies: Firstly should never De-spawn or teleport ahead in the level but instead will be De-rendered and should be stored in the tile until Re-rendered within the Play Area, Is within an area the Players have not been in yet, Spawn in Distance within 200 metres or 5 Map tiles through from the Players, Cannot spawn enemies twice in the same room

Continual Spawns: Spawn location is not being viewed by Players or allies, it is within 80/120 metres of the Players, will enter/spawn in open locations or enter /spawn in Locked door rooms, Will not spawn in Closed off/dead ends Rooms or spaces. [Example Moa cabinet and Osprey wall tunnel]

Void fissures: These should act like both Natural and Continual spawns, Needs to spawn as viscously as with Railjack but spaced out to avoid overswarming, (Quick fissure 2-5 seconds, Late fissure 8-15 seconds

Exceptions- being Void fissures, Teleporting in, Corrupted Phasing? in, Infested openings (ie Falling or Climbing into the map by roof ledge or pit, being dropped in by Ship or Drop pods, Entering like Deimos ship Doors

Kill Squads and Tenno Hunters- Will spawn in with Continual Spawns but only spawning in once of course and will hunt the player through the mission until death or completion of Hunters or Tenno

Spawn logic

Closed space maps: (Has doors or entrances for Enemies to spawn in) Galleons, Ships, Inside Buildings, Void towers, Deimos

Open spaced maps: (Has open tiles for Enemies to spawn in) Europa, Zariman, Venus, Earth, Ceres, Kuva Fortress, Mars

Open world maps: (Has open space for Drop pods or Transport ships) Should have Natural Spawns on top of Continual spawns

Squad Spawning: Big rooms and areas should have a large amount of Enemy Density 5-8-15-19 depending on size, 

and patrol spawns or door guards should spawn sparingly but consistently

 

Grineer squad Example

Heavy gunner will stand behind Lancers and continually fire, whilst gunner is firing lancers will move around and try flanking the enemy, when gunner reloads Lancers either cover fire themselves or hide behind cover

Corpus Squad Behaviour Example

Moas move closer to Enemies than the Crewmen

Shield Ospreys and Ospreys in General should act more annoyingly swaying from side to side to passively Evade bullets but only when not actively moving instead of dodging

(Variations differ)

 

-The Stealth Part-

Most if not all Warframes should get a stat that says how Visible they are

Redo some Mods to apply Chameleon/Hidden/Undetectable one stat for stealth

Examples: Reflective coat Hidden 30% either decreases enemy focus or detection

Even if Warframes got a stealth passive: Nyx can see enemies through walls when not being hit after 8 seconds

Map tiles and Stealth paths

Player require actual space and areas to stealth in such as, and i don't mean Ivara with Wires everywhere, (also places for enemies to Hide or Ambush, will also prevent run and gunning leaving the player undetected without weapon silence)

•Open up map tiles Vertically to give more angles or approaches (For Snipers and Ranged stealth)

•Add more offset paths to allow Horizontal approaches. Example the intro mission, or tiles with vents with openings, high or low paths, in the walls and floors (for bows and projectiles, also Punch through being a new stealth approach)

•Give more covers or Dark spaces to hide in or around preventing enemies from spotting the player at long distances, ie plains of eidolon with bushes and shrubs

Alert System 

Enemies should be individual not all Psychic, thats our job

-Detection Cones- Most will vary but, Enemies should also have to focus on Detections to start noticing Hostiles ie chance they stare at you from 100 metres away and don't notice you at all,

-Regulators, sensors or Nullifier bubbles should detect and expose Invisibility ie Cuts invisibility by 50% (like Morrowind chameleon) but not deactivate it, {in Null bubble should set off alarm after 2 seconds on corpus tilesets only} {Regulators and sensors should also set of Alarms immediately when a Tenno or Allies is in its frontal vision and will spin aroung when touching it}

Example; a notice/focus cone: the enemy has to notice something before detecting it, ie the enemy looks around in the detection cone with its notice cone and has to notice something and then focus on it instead of just the whole detection cone doing so

Example Grineer Lancer; will have 5 cones, Tier 1, a 5 metre cone will detect within 0.2-0.5 seconds, Tier 2, a 12-18 metre cone will detect within 0.5- 1.2 seconds, Tier 3, a 18-34 metre cone will detect within 1.5 to 2 seconds, Tier 4 a 34-60 metre cone will detect within 3-5 seconds, Tier 5, 60-200 metre cone will detect within 5- 12 seconds

-When Enemies notice the Player or allies they should have a Call for help time, somewhere between 1.5-2.3-3 seconds (varies per enemy) before other enemies will notice or respond to them 

-When an Enemy is about to shoot the player or allies you wouldn't mind having them take 0.3 seconds to move that weapon up then start shooting instead of instantly

 

-Alert Stages-

Per Individual enemy/squad basis

Stage 0) Silence, Starting alert level will last 15 seconds at the start of mission

Stage 1) Quiet, Enemy will not know you are around and will passively interact within the mission.

Stage 2) Whispers, Enemy will investigate Noises or Concerns but will not be Certainly aware of anything particular

Stage 3) Aware, Enemy is aware that Tenno activity is occuring within the area

Stage 4) Combat, Enemy will actively hunt player by searching last known areas and looking around to find you 

Stage 5) Assault, Same as 4 but will scan/detect Tenno movement to hunt the player at all times (Endless missions or when Objectives are active like mobile defence)

 

Enemy communication: Enemies will tell others about Hostiles (Stage 3-4) that they are aware of sharing their Alert Stage in 1.5-4 seconds

Enemy search behaviours- Stage 1, will passively patrol or interact with mission/Maptile stuff

Stage 2, Enemy will move towards and minimally search the area (must have been rats)

Stage 3, Enemy will look around before approaching then move towards and thoroughly search the area

Stage 4, Enemy/squad will move towards and thoroughly search the area whilst looking around

Stage 5, Enemy will know your general location based from scan/detect and will never leave the area

Enemy Stealth Behaviour

If an Enemy Finds/Sees the Player or Allies, instead of shooting immediately if alone or limited small squad

[Ranged enemy] should aim at the Target but move towards the Alarm Quietly and activate it, when Alarm is active all aware Enemies will fire Immediately at the Target

[Melee Enemy] should sneak towards the Target and attempt to sneak attack them only after the Alarm is pulled, if successful Shred 100% shields or 40% Health

the likely hood of success is dependant on player movement and perception (only Available on Alert stages 1-3)

-Alarms

Will always put enemies onto Alert Stage 3-4

off- Enemies will Spawn in with Alert Stage 0-2, any remaining spawn ques will still spawn but will not que more

on- Enemies will spawn in with Alert Stage 3-4, Will start a Spawn que {will spawn a squad of Enemies in a spawnable room or area every 15-30 seconds} (will only continue if either An Endless Mission or active Objective, or Alarm stays on}

Lockdown- Enemies will Spawn in with Alert Stage 4-5, and prior que spawn

Enemies should Group up outside the Locked door to Ambush, once there is a large sized group of enemies are at a door one of them should try to open the door to initiate the Ambush

-If there are too many non spawn rooms add a fire pole so enemies have more covered spawn areas, enemies could also use fire poles to move between large maps without obviously teleporting and movement past lockdowns for a more dense Ambush

Player use of Alarms

The player should be able to use Alarm Terminals to initiate a Lockdown within the Specific tile (not the whole map) without sounding the Alarm

Nearby Rooms will Move to Alert Stage 2 if not already higher

Example: you move down the hall way to Guards posted by the door and a large group in the big room behind them, you see the alarm and decide to lock them in, the doors close, one looks in shock the other jumps in fright, and in the moment an arrow hits the one that jumped, the other looking to their fallen brother and is hit by the second from the quiver, whispers remain

 

Enemy Squads 

Should interact with the world/work around them

Behaviours should include Patrolling, Guarding doorways, Standing around, Interacting with stuff, and Interacting with each other

When in a big room, Squads should separate and individually separate from their groups to do Behaviours, {Patrolling in big rooms will be done separately}

When in Hallway or connecting rooms, Squads should group up and Patrol in paths or Guarding Doorways and should not separate unless in Combat

In Combat an Enemy squad will now work together (not going into detail) and will move together separately by taking cover, covering fire, grenade exposing (Grenades should do Percentage Damage), flanking, even holding a controlled or possessed squad member to wake them out of it

Player Allies; should be able to do this to, such as Tenno spectres working with syndicate spectres to flank or work together

Radiation- would now break apart Squads and cause other Squads to become distracted

•Door guards should also allow the player to view/scout into the room ahead to prepare for a sneak attack or a room sweep

- If a squad is broken apart individuals will simply start working separately or joining into other squads

 

Enemy Issues/Bugs: Enemy friction being too low with Movement speed ie Grineer wearing a 40 kg suit and yet slips and slides more than a soap bar, Enemies being unaware or straight up ignorant of whats happening around them, Mind controlled or possessed Enemies being just as incompetent or as useless as the usual ones without some unfair gimmick to fix that.

Note: Automatic Nyx buff, Radiation Buff, Loki Buff, Crowd Control Buff and Potential Punch through buff

Not sure if this is complete yet

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