Enemy Stealth

The place to request or suggest new ideas and features.
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Lord Vorian
Posts: 14
Joined: Thu Sep 13, 2018 3:57 am

Sun Sep 23, 2018 9:36 pm

Allow NPCs to use stealth against you.

Mechanics:
-Enemies successfully cloaked are invisible.
-Perception or Assassination (which ever is highest) modify how easy it is to spot them.
-Detecting one cloaked enemy reveals all cloaked enemies for a short time.

In Gameplay:
-Roaming squads of any ninja type should try to stealth KO/disarm as many of your squad as possible before being detected and entering combat.
-If you have a high bounty with any faction, Wandering Assassins will try to stealth KO that character and carry them off to collect.

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Hatsune_Neko
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Location: Columbus, OH

Mon Sep 24, 2018 2:21 am

Lord Vorian wrote:
Sun Sep 23, 2018 9:36 pm
-Detecting one cloaked enemy reveals all cloaked enemies for a short time.
think would be better if only revealed the one you found.
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Lord Vorian
Posts: 14
Joined: Thu Sep 13, 2018 3:57 am

Mon Sep 24, 2018 2:43 am

Hatsune_Neko wrote:
Mon Sep 24, 2018 2:21 am
think would be better if only revealed the one you found.
I included that for merchant squads or fighter-only squads. If you had no one in your group with enough of the requisite skill, you'd essentially have to wait for each of the ninjas to fail a stealth KO attempt to fight them. Which might mean you have a bunch of low to mid-level fighters totally aware they are being attacked but still dropping one-by one to an invisible attacker, even after you started fighting one or more of them in the open. I just think it makes more sense for the whole group to be revealed, and then you still have to deal with the combat threat with possibly some of your squad KO-d and disarmed.

You already got penalized for:
  • Not having the skill
  • Not rotating your sight cones
  • Not building lights in your base
by getting your squad partially KO-d.
I think punishment beyond that is a bit overkill for balance reasons.

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