Now now, I'm sure a stealth system had been suggested or even hinted of being in the game already. But I come here talk about "real stealth". Those familiar with the Thief series should be familiar with the concept. Basic stuff would be how lighting affects the game. A player's stealth could be only as effective as the current light level affecting him. You can't exactly be unseen if there's a torch two milimeters from your face. There could be stealth-specific weapons, like daggers with very low range, but a ridiculous ammount of damage in one hit if the target gets an undetected backstab. Maybe even weapons that knock a target unconscious, but I'm not quite sure that could be made in the current engine of Starbound. Sound could also affect by being dependant on things like terrain type. Lightstepping on ice would still make a lot more noise than sneaking around on soft dirt. Overall, the stealth system could be a whole lot of variables and still be a fun and engaging playstyle. The problem I see with my own suggestion is progression and overusing. As in, something has to make some players better in sneaking as they pratice, but the game won't have a levelling system, and that is confirmed. My personal two cents is that to a player with no stealth gear, sneaking would be of little use, mostly only to hide from a difficult monster in a badly lit room by sneaking still for a few seconds. For a player to achieve a stealth based playstyle, there could be a difficult path of obtaining the right gear, and still the variables could be to make it a hard enough system. I talked about this long enough, and looking back at it, it seems kind of complicated. So let me sum it up. From Bartwe's screenshot of the Apex apartments, NPC's seems to have a route they'll walk around while in villages and such. A player using the stealth system could avoid combat or just stay hidden for an attack by staying in unlit places, and on specific surfaces. Basically, a hiding system so a harder monster won't get you. A player who wishes to pursue a stealthy playstyle simply would look for difficult to find gear that makes stealthing around easier, accepting more tolerance in terms of luminosity and surface. In PvP, this could work by having some items have a "detection" variable to them on the inventory screen. Normally, a sneaking player would be unseen to another player if he's in a dark enough place, not moving. If he moved suddenly or there was luminosity, he'd be seen. Then, with both the stealth items and the detection variable for some, player could alternate between being better at catching other players by surprise or being better at finding them. I know it seems hell of a lot complicated, but in the end of the day it's basically a suggestion of the possibility of sneaking(possibly hinted by the crouching animation) with the addition of a few variables to items. Honest opinions? (The suggestion page for votes and such: http://playstarbound.com/suggestions/?p=view&id=7523 )
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I love this idea, and if this were ever implemented, I'd definitely become a stealth-based player. We need this for the game!
We definitely need SOME form of stealth in Starbound. If there is none, I will be very disappointed. And then I will resort to mods Anyway, this looks good. Basically a dynamic form of stealth, which I like! +1
i thought they where working on this; at least at a lighting level(i will do some research). i like the explanation and with some balance can be very enjoyable. i for one, enjoy stealth sooo. you got my vote.
MGS, SC, AC, T, WD, HM, & DE These are all good stealth games. See if you can figure them out BTW, I like your idea of stealth, and the idea has come to me before, but I just know that there is little chance it will make it into the game.
Uhm...Metal Gear Solid, Splinter Cell, Assassin's Creed, Thief, Can't figure out WD, Hitman, and DE? Oh. Deus Ex. Favorites are MGS and Thief Nothing beats The Dark Project
This just in; Tiy 40 min ago: "Honestly we felt the stealth thing wasn't working out. It might make a reappearance later when we have more time to play with it. But not right now."
Anyone played Mark Of The Ninja before? Pretty good stealth mechanic. You know Skyrim? Okay stealth mechanic (if it weren't for the leveling). Ever played Dishonored? Cool stealth mechanic if it weren't for the teleport sneak kill. (That's pretty OP) One thing I want to ask is how will sneak work during PVP? will it be visible like normal? (But hard hard to see due to black or camouflaging clothes) Or will it be invisible up to the point where it's close enough? My suggestion is simple and can be implemented before release. Dark clothing that blends in with shadows and a slight glow that only you can see. That way you can sneak while still knowing where you are. That dark clothing blends in the darkness. Also some enchantments that muffles footsteps. This suggestion is only good for PVP but not PVE. The AI of the monsters need to be changed in order to make sneaking effective. Maybe the line of sight should be limited to a few blocks in front of it. This can be done by setting it to passive while out of sight and aggressive wile in it's line of sight although this makes running away easy. To counter that, Make it so that after being detected it actively seeks you. "Actively seeking" is basically walking around in a X block radius. Also a little exclamation mark appears above the monsters to alert it's awareness. Also for aesthetic purposes.
My first post has some thoughts on PvP, but yours are great, and they can be merged somehow. About PvE, while yes I was thinking about taking line of sight and active light level on the player onto consideration, the aesthetic idea and limited time for search is also great. Besides, can't have a lad looking for ya forever can ya now. But in all honesty, I think it would fit the current mood of Starbound more if, when you were seen/screwed up stealth, you just engaged into combat. I know it sounds watered down somehow, but I think it fits the game better in the pace it's trying to set.
I like this idea. Although I do think it'd have to be post-launch if they don't plan on the whole variable thing, since I'm pretty sure stealth is or is going to be in the game. The idea isn't too hard to grasp, just that gravel is loud, dirt is quiet and stone is moderate. But I don't think surface should matter too much, because when you're in a dark metal corridor you don't have much choice. If possible, you could turn off lights manually to ease stealth. Perhaps zapping an electro torch with a silenced blaster pistol would short it out.
I just don't want it to be like Skyrim. Sneaking is a very good way to kill but if you're skill is high enough and you can even sneak in full brightness if front of someone. Just. No. Here's my two cents. Each enemy has a line of sight. If you happen to get in, no matter what apparel you are wearing this happens.
Had my sneak at 100 on Skyrim and could literally be in a heated battle with 6+ enemies, then just crouch and attack at the same time, initiating the sneak insta-kill cut-scene on every single enemy. Funny, but made things far too easy.
I think it'd be a really neat mechanic if implemented correctly, but there's a few challenges for it. 1: the game's terrain generation would have to be designed with yet another playstyle consideration, and one that is completely different from most styles (Which could be a blessing or a curse, the devs have to think quite differently for it, but it's easier to separate from other playstyles, making it easier to balance without damaging other playstyles.) 2: the way this is currently designed, it sounds like difficulty would decrease with play, which is a bad thing, any cool new features you'd get would instantly be useless because you've managed to cope without them, in order to make this more difficult, the enemies would have to become more observant on higher-level planets and the planets would have to have additional complex mechanics (perhaps more transitions between hard and soft objects, more pronounced cones of sight (Which I would love to see more as ellipses, with enemies being less observant, but still able to hear things behind them, so you have to be more and more careful as you approach.), enemies travel around more randomly, rougher terrain, traps and other things.) But that would be a pain to implement, though, admittedly it would be something that this terrain progression, if not already in game should already be happening, and more variables that the player has to keep track of; all these would make the game more difficult, forcing the player to tech up to and craft new equipment to help minimize the added threats. 3: you're fighting the side-scroller nature of Starbound, as most encounters would only have 1 angle of attack, and one direction to go, so this could easily become a style purely of timing and patience, rather than a game of exploring all the options available, taking alternate paths, and seeing their advantages and disadvantages that makes games like Thief and Deus Ex so cool, you'd need a different style of stealth for Starbound because your options are so hampered. The fewer mobility limitations there are (for the most part) the more options you have, the better the stealth can be. 4: If you go pure stealth, you're not killing as much, so you might spend more time grinding enemies. While stealth might mean that you'll be able to get through the dungeon faster, you might find yourself realizing that you don't have one drop from a certain basic mob in that dungeon, so you have to go all the way back, find the mobs, kill them until you find the drop, go back and craft the item, while this might take much less time than killing the other 3/4ths of the dungeon, it sure as hell won't feel that way, you'll feel like you've had to grind a good bit to get something that other styles will find in abundance. I think these are certainly not unsolvable problems, but are all potential pitfalls that should be noted and avoided. And I also think that "pure stealth" would be a bad way to go, sneaking past all your enemies. But I would love to use stealth combined with the ability to deal large burst damage as a play style, more of a ninja style, both capable of being stealthy, but also able to fight damn well. I think it'd would work well for a "monk" playstyle, which I made a thread about a long time ago and would love for someone to necro.
There is a solution ( *ehem* workaround *ehem* ) for that. I'm far too lazy to make a two page summary for each one so I will just list it. Projectile weapons that are influenced by gravity. Controllable weapons. ( Like exploding toy helicopters or something ) Weapons that bounce off walls. ( Non-stick pans plasma grenades ) Triggered explosives ( C4 ) Creatures or machines that track down the enemy when used by the player. ( AI ) Player controlled machines that go beyond your resolution ( meaning it doesn't have to stay on screen )
That would definately give you a few options to kill your opponents, maybe a few to sneak past them would be nice too, like the OP-mentioned knockout ability, or something that perhaps blinds an enemy (but doesn't remove the threat completely), and perhaps something that allows you to temporarily become invisible, teleport or somesuch. Those combined with the above would allow for a slightly more "defensive" stealth, revolved around moving around without ever checking how strong your opponent is (which might allow for some pretty heavy sequence-breaking, but with scaling planet levels, that could be fixed.) as well as giving even more options to bypass enemies. Also, these weapons would have to be quite powerful, because if you don't take them down before they can react, then you're not being very stealthy.