Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't think it would be that much reworking. The AI already covers detection. You can sneak up on the AI now if you can get behind them without them seeing you, and they won't respond to you until you shoot, hurt them, or they see you. They even seem to have a max sight range to spot you, since I've been able to look them in the eyes through my scope and outside of maybe 50m they don't seem to notice you.
So all the detection logic is in there, all stealth needs to do is reduce the range they notice you at.
edit: actually, on the note of stealth and shooting, another thing that would be really good would be if the pistols were silenced. Currently there's absolutely no advantage to using a pistol. It is the worst weapon on foot bar none and even from the moment you can first make one, you can make a shotgun anyways, which is drastically better. If pistols were silenced, they'd actually have a niche.
Because you don't have the technology to detect them either? Why assume that's even a thing?
And how are we not talking about detection? What additional AI behavior is needed?
As for the logic behind it, I already pointed out there are lots of tech ways to handle stealth even in the future with advanced scanning/detection equipment. For every scanner, there is a jammer, for every wavelength, there is a way to trap, redirect, or muddle that wavelength. If the technology exists to spot something, then the same kinds of technology can be used to hide something.
If player is detected>Alert and destroy. Ok what if i hide behind the rock or a tree? Well ♥♥♥♥ they can shoot trough the rock since they can see me somehow so i have to rework that part of the script. Ok, If player is detected and then Goes into hiding(after fixing the assets and script),should they program it scan the area or make turret wait for you until you come out? So, The AI for detecting needs to be able to, Recognize,observe, and react which comes to a lot of scripting and testing and fixing which takes a lot of time. The only thing they could do on the current build (and we can both agree) is to implement some sort of Jammer or Camouflage which has limited working time so that we can Stealthy get into the base and destroy turrets or other things.
Literally all of those scenarios are already in the game as part of the detection system.
If you're behind a rock or tree but they know you're there, they move towards where you're hiding to try and find you.
If you go into hiding, after a certain distance (and time? not 100% sure) they lose aggro and go back to how they were behaving before they spotted you.
And no, stealth can be as simple as an armor booster that reduces reduces the effective range enemies can spot you at by 10% or something.
I player get in range(300m lets say) shoot him on sight(which is why they track you under the tunnel and shoot you behind rocks and trees)
IF
Player goes under ground> stop shooting but keep tracking
IF
Player leaves the range stop tracking.
These are AI behaviours in the current Build and what you are suggesting would put A lot lot more IFs. Thats why i said,and you said as well that they could just implement Jammer in the game because it would not take any scripting for that behaviour. for example;
IF
Player enters the Range but has a Jamer Then, Keep tracking but dont shoot.
And that would be so much faster to program than redoing the AI and Assets(rocks and trees) for stealth.
These guys were able to program a procedurally generated universe, but you're claiming it's just too hard to make a stealth system.
I refer you to Metal Gear for the MSX - which had a basic stealth system in the 80s.
The "it can't be done" argument is terrible, and you should feel bad for trying to use it.
I think you need to actually play the game and try these things out. I'm reporting exactly what the AI was doing when I thought about making this topic in the first place. I spent about 2 hours hunting Zirax mooks through the jungle, and I've played cat-&-mouse with them since alpha 6 inside bases.
They don't detect you unless they see you, or they take damage, or you shoot your weapon. Their visual range is too long to justify much sneaking, but it is shorter range than a long-range weapon like a sniper rifle, which is why they can be looking right at you and you can still shoot them before they detect you.
The reason they can spot you under ground is because drilling is still firing a weapon, so they 'hear' you, but they can't draw line of sight to you, so they start pathing around to try and get to where the sound came from. They do the same thing if you duck behind cover and out of line of sight. They'll stay in 'combat mode' for a little while, then if they don't see you, they'll go out of combat mode and start pathing to your last known location.
All of this behavior is already in the game, there's just no way to reduce your chance of being spotted via sneaking/stealth technology/etc.
> Sneak up on a sleeping Ancient Dragon with maxed Stealth, Archery and max enchanted Deadric bow.
> Fire first shot from stealth: *BOINK!*
> Watch dragon pop into the air (dead) flying around (still dead) and perform the crash landing animation and finally be really dead.
> Laugh so hard your dog looks at you funny.