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Yes, you can select the character who should use stealth.
I gave up for now trying to stealth solo one scenario because they could NOT be split solo AND taken down. I could split them just fine but the lack of room is severely limiting once they are split. Sure there are many other ways of tackling the scenario so it's not like it is unbeatable. Just not soloable with stealth yet. Maybe if I had the invis cloaking gadget on my lone wolf run but certainly not at the point I am at just now with what I have. Come back later for that one I guess. I will get it solo somehow.
That said..... What I really want are pebbles I can throw to attract guards attention so I can lure them around obstacles and sneak up for a takedown.
Mercy was really good because it's a big and complex area and it has thing t]like the drainpipe you can go down to loop around behind them. It's a super cool stealth scenario.
Anyway. I doubt the little ones cannot actually be done purely in stealth but it's going to need to be right at the end of CH1 when my stealth skills are maxxed for that chapter.
Yeah, I'm thinking about making the system a bit more nuanced in terms of the "strength" of the noise, so that they don't move exactly.
Thanks! In the factory we are planning something like this one but even bigger, similar to Teron's palace.
Yeah, the ones like the Outskirts Gang and Samuel are more like "ambushes" scenarios, in which you move in, kill a couple of guys and kill the rest in combat. Unless you get the cloak gadget.
We designed scenarios in 3 ways:
- Get in/Get out: These ones are rescuing the deacon, killing Mercy, getting the cores. You get some sneak points when you complete the goal, and the rest when you get out unnoticed.
- Sneak past: These are the ones like the frogs or scavs in the armory. You need to sneak past some enemies undetected. Sometimes with one party member is enough, sometimes it has to be the whole party. Sneak is granted on leaving.
- Ambush: Like the gang or Samuel, the idea is getting in, killing a few guys in stealth, position your party, and attack. Killing all is extremely difficult, but can be done with high skill, feats and gadgets.
Now, I understand that the distinction can be hard to see in the last case, so it feels like you are failing them all the time, so I'll think of some way to convey that better.
That might be the case for some people but I pretty much understood that it must be deliberate.
There are ways to do it. I could take in a second person and have them in a spot ready to takedown the guy I cannot get alone. There are many options but I really want to get it solo somehow.
A noisemaker device or pebbles would add an extra layer of tactics to stealth I think. That or make it too easy. Not sure to be honest.
Yeah, it could make it too easy or formulaic (get close, throw pebble, move in and kill, repeat). We played around with the concept of some environment interaction with noise, but it makes it a bit too puzzle like (why can I hit this to make noise here but not somewhere else?).
In any case, we will still refine the system further. This is our first public pass, and the first time we ever implement a system like this, so all the feedback is extremely helpful. That's a bit the point of the Early Access.
1) Tiles - when you enter the stealth mode, all tiles around guards are automatically assigned detection values. If your sneaking ability (the skill and modifiers) is greater than the detection value, you remain undetected. Thus, green tiles are safe to walk on, red tiles means instant detection and combat, yellow means higher chance of detection (if you end your turn there, you'll be instantly detected at the beginning of the guard's turn).
I think of actually having one stealthy guy and giving the +1noise perk to my companion so he kind of "whistles" the enemy where he is while my PC moves behind to assassinate.
The only problem I find with this is it takes a lot of time to lure an enemy out. I've repeatedly and patiently moved in and out of green/yellow tiles till I managed to get the enemy to move. Having a 'make noise' option to fill the enemy's bar would be helpful.
Just make it an option costing X AP, that generates "a lot of" noise in the tile next to you. Enough to bring the nearest enemy to the next perception level?
Another small issue is that when said guy eventually landed on a tile where I had assassinated his pal, he didn't sound the alarm. I can buy it by pretending I actually moved the corpse, but that should have generated some noise too.
Why wouldn't they relax after a while? No one stays on high-alert indefinitely. After a while without further noise most people would dismiss a random noise as just that, a random noise.
Also, if I understand everything I've read in the forum, stealth is "contextual"? Which means we can't try sneaking where ever we want? Why would you implement that kind of system in an RPG? It takes away player agency.
I see the player's agency in meaningful choices that alter the story not in being able to start combat or stealth whenever they please. In other words, yes, stealth is a quest solution where appropriate, but not every quest can be solved by sneaking.
Yeah, it is strange that some objects block their line of sight, but others don't.
I think that this is a slippery slope, because it could result in situations like (sadly) many stealth games where you kill a guard, move away, wait and after some everything is ok.
Invisible Inc. solved this issue by increasing the basic alert level every turn: You could fool the guards, but if it required too much time you got a much bigger problem ...
Also a good infiltrator has the patience to wait for the enemy to let down their guard, ask any military sniper.
Well obviously in a situation where a dead body is found then the guards would stay at high-alert.