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View Full Version : [brainport] Stealth revamp



MrChumble
21-07-04, 18:38
What to change: Stealth.
Why does it need changed: it could be better!
Proposed change: Make stealth distance based rather than time based.

I've staked my opposition to specialisation a few times, so it shouldn't surprise anyone I wasn't too keen on limiting stealth to spies.

I'd like tanks and PEs to have stealth, but it's clear that that would suck in its current form. I think it would be cool if all classes could use stealth to spy on people, but it wouldn't be so good if a Tank could use it as a combat tool.

My proposed change is to make stealth range based rather than time based. IE once stealthed you can only move a certain distance before stealth runs out.

Stealth would remain out of reach for monks, with their low dex.

Basically each tool would have a DEX requirement and a range variable. The higher the DEX, and the higher the tool level, the higher range would be. Thus Tanks could drug to use stealth one, but would never get range very high, so it would only really be of use if they stand still or move short distances. It could be used to spy on people/ops/etc and ambush people, but would be no use to stalk people or do the old PE "stealth away and heal" trick.

PEs would be able to use Stealth2, and 3 if drugged. They'd be able to move a moderate distance before stealth wears off, but not far enough to effectively stealth away and heal.

Spies, with high DEX, would have access to the Obliterator, and would have a correspondingly large range when stealthed. They'd be good for infiltrating, spying (duh :D ), stalking - pretty much anything they can do now, but with the added benefit that they can stay hidden for far longer at the cost of not being able to move as much.

I think this change would open up lots more tactical possiblities, and also make stealth far more of a trade off than the cure-all it is just now. It would also be safer to go afk :)

Edit: Arse, I meant to add a poll. Please rate the thread if you like the idea.

seraphian
21-07-04, 19:03
I'm not so sure about it really, for a few reasons...

1: if you can't stealth and run, what's the point?

2: If you can stay stealthed for an infininte length of time as long as you stay still, you could have a dozen spies (or even drugged PEs and tanks!!) go into an OP, stealth. A lone tank comes in pops the turrets, a single spy de-stealths and hits the first layer, restealthing at the console. The enemy shows up, runs into the op... everyone get's targeting locks, calls their targets... pops a stealth drug or runs a bit and **bam** all of a sudden 20 people, spies, PEs, *capped tanks* destealth all around you like a scene form a bad horror movie. It would bring a WHOLE new meaning to zerg rush tactics.


so if you kept it spy only, then maybe, but not otherwise... a tank does not need stealth, neither does a good PE.

MrChumble
21-07-04, 19:11
2: If you can stay stealthed for an infininte length of time as long as you stay still, you could have a dozen spies (or even drugged PEs and tanks!!) go into an OP, stealth. A lone tank comes in pops the turrets, a single spy de-stealths and hits the first layer, restealthing at the console. The enemy shows up, runs into the op... everyone get's targeting locks, calls their targets... pops a stealth drug or runs a bit and **bam** all of a sudden 20 people, spies, PEs, *capped tanks* destealth all around you like a scene form a bad horror movie. It would bring a WHOLE new meaning to zerg rush tactics.

But but that sounds cool!!! :D

That's exactly the kind of thing I'm after - tactical options versus running away like a cowardly little spy :p

Shadow Dancer
21-07-04, 19:13
I very much like this idea. 5 star

Omnituens
21-07-04, 19:17
Good plan



if stealth stays spies only.
3 stars as it stands.

athon
21-07-04, 20:17
PE's don't need stealth and tanks need it far far less.

Range based sucks. Time based atm is perfectly fine for all uses. (Even if other classes were to have it).

Under your system I could run around in circles and never de-stealth.

Athon Solo

MrChumble
21-07-04, 20:20
Under your system I could run around in circles and never de-stealth.

No you couldn't O_o

You'd de-stealth after covering a certain distance. If you chose to run around in circles you'd destealth pretty much where you started :)

Also I don't agree that stealth is perfectly fine. Right now it's used as a way to run away from combat situations; it doesn't add any tactical or otherwise interesting options to the game.

slaughteruall
21-07-04, 20:45
I think it would be cool if all classes could use stealth to spy on people


but it wouldn't be so good if a Tank could use it as a combat tool.


Stealth would remain out of reach for monks, with their low dex.

Which is it? No really i'm serious.


PEs would be able to use Stealth2, and 3 if drugged. They'd be able to move a moderate distance before stealth wears off, but not far enough to effectively stealth away and heal.

Fuck no not another give the goat something else to use thread. They have enough that they can use.


I think this change would open up lots more tactical possiblities, and also make stealth far more of a trade off than the cure-all it is just now. It would also be safer to go afk :)

Iere is a idea if you dont want to die when your AFK dont go AFK. Pretty simpls. Log ot GR somewhere. Plenty of things you can do.

Slaughter

MrChumble
21-07-04, 20:51
Which is it? No really i'm serious.

My bad. All but monks. By combat tool I meant as in stealth away and heal kinda thing, rather than standing around hiding.

slaughteruall
21-07-04, 21:17
My bad. All but monks. By combat tool I meant as in stealth away and heal kinda thing, rather than standing around hiding.

So exactly the reason it was removed from PE's? And you want to give it back to them?

Slaughter

ichinin
22-07-04, 20:29
Tanks do not need Stealth. if tanks get stealth, then Spies should get more CON and more STR to be able to use better armor.

AND,. dont fuck with Stealth time. Distance is crap.

-FN-
22-07-04, 20:56
Stealth shouldn't be extended to tanks, even at a minute basis - however, with your scenario, it wouldn't be all that bad (i.e. they would have to drug quite a bit to hit stealth 1 at say, DEX 85 or 90, so what tank would find that worth it for 5 feet of stealth and a drug flash?)

A few things tho:

- Stealth should still be time based, but move significantly slower if you're standing still, so there is no infinite stealthing. Like getting poked, if you run around, it takes longer, effectively extending the timer. Just do the inverse with Stealth. If you're moving around it runs out maybe 40-50% faster than standing still. At the moment, you can nearly double stealth time if you crouch as all PSI effects slow when crouched, so we almost have this implemented already.

- The drug flash on stealth 1 should be increased... no wait, how about it should EXIST first :p A PE reusing stealth 1 over and over, while running around and using it as a quick escape, shouldn't be able to do it more than 2-3 times without starting to get pretty hazy.

- The whole "running in a circle" thing should be eventually caught up to by the timer, or the fact that you are still taking steps forward and covering distance, regardless of the direction it's in. Wakling backwards won't add time to your stealth ;)

seraphian
22-07-04, 22:19
Ah I misunderstood, I assumed he meant a 'circle' distance like with runcast spells, IE there's a circle drawn around where you started with a radius basedo on your percentages (damage I think for PSI) and if you don't leave it it doesn't fail... not that it was a total distance traveled.

ichinin
23-07-04, 10:33
Dont fuck with stealth, it's the ONLY defense of spies that allows us to get away. It's just as stupid as making other classes PA's pop off every 5 times you get hit. Dont fuck with stealth.