Stealth NPCs?

Post » Thu Feb 17, 2011 3:14 am

Oblivion never really had stealth based NPCs, and with good reason. It was easy to stealth attack a static NPC who had a certain awareness level and such, but we're a real person and it's much harder to figure out how to decide whether we're 'detecting' them or not. There would be a very fine line between constantly dying from stealth NPCs and never dying from them. So I've given it some thought, and I think I have, at least a primitive, solution.

Basically, all the sneak level on an NPC would do is alter the volume of his/her footsteps. When sneaking, they will not go into "battle mode (loud music)" and if they hit you it will be considered a sneak hit (oh, actually, that's the other thing their sneak skill will affect). Basically, to 'detect' them, you have to turn around so that they are within a certain radius of the centre of your view (which would be a smaller region than your default view so you don't detect them if they're in your peripheral vision) and then they will no longer get the multiplyer. They would also be designed to never really give you one hit kills (Let's just say they svck at headshots), always leaving at LEAST a tiny bit of health (though it would vary greatly how much health exactly)so that you have a chance to survive. Also, these NPCs would have to be positioned only in dungeons and quiet wilderness areas, so you can't be killed because you didn't notice one person in a busy city amongst the millions of footsteps.

What do you think?
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Cameron Garrod
 
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Post » Thu Feb 17, 2011 1:39 pm

Essentially, you want some NPCs to be able to attack you without the battle music being turned on, e.g. by crouching towards you. I actually kinda like the idea, it's simple and at least something. Coupled with some flanking AI, it could be an excellent feature. Would still have to be playtested heavily though.

I also think that invisible enemies are underrated. Invisibility exists in the game, so why not have enemies that start out as invisible and not just quaffs a Potion of Invisibility... The stealth could cause it to happen, sort of like the stealthed PCs and NPCs in Baldur's Gate and similar games. It wouldn't be realistic per se, but at least it represents reality much better than not having it at all.
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Iain Lamb
 
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Post » Thu Feb 17, 2011 6:50 am

Essentially, you want some NPCs to be able to attack you without the battle music being turned on, e.g. by crouching towards you. I actually kinda like the idea, it's simple and at least something. Coupled with some flanking AI, it could be an excellent feature. Would still have to be playtested heavily though.

I also think that invisible enemies are underrated. Invisibility exists in the game, so why not have enemies that start out as invisible and not just quaffs a Potion of Invisibility... The stealth could cause it to happen, sort of like the stealthed PCs and NPCs in Baldur's Gate and similar games. It wouldn't be realistic per se, but at least it represents reality much better than not having it at all.

Yes, basically that but also they can get multipliers if you don't detect them first.

As for the invisibility, maybe not quite like that, but how about depending on how close they are to the center of your view and their sneak level, they will have varying degrees of transparency, but once they cross the threshold into your "detection radius", they become fully visible and detected?
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Tania Bunic
 
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Post » Thu Feb 17, 2011 3:41 pm

Yes, basically that but also they can get multipliers if you don't detect them first.

As for the invisibility, maybe not quite like that, but how about depending on how close they are to the center of your view and their sneak level, they will have varying degrees of transparency, but once they cross the threshold into your "detection radius", they become fully visible and detected?


So maybe not like the Nightkin in Fallout: New Vegas? That was an alright implementation.
I voted Indifferent, nice if they were, couldn't care if they weren't.
I think they probably won't have multipliers, because how can you determine wether the player has seen them or not? seems a little harsh. Plus I get the feeling Bethedsa want to move a little further from the maths and lots of numbers style, as the current inventory (though i think its still TBC) indicates
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El Goose
 
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Post » Thu Feb 17, 2011 2:36 pm

I really like the idea about stealth based enemies, but I doubt something like it will be in the game, at least not the way you described it. Your idea sounds like the best way to do it, but I still think it would be too complicated to implement it in a realistic and not so annoying way. At best (and hopefully) we'll get enemies who use chameleon or invisibility, like the Nightkin in FNV. :ninja:
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RaeAnne
 
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Post » Thu Feb 17, 2011 3:03 am

I'd always hear their footsteps though, for I have a turtlebeach. xD

Nah, I love this idea. Adds variety to combat.
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Milad Hajipour
 
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Post » Thu Feb 17, 2011 5:33 am

It was easy to stealth attack a static NPC who had a certain awareness level and such, but we're a real person and it's much harder to figure out how to decide whether we're 'detecting' them or not. There would be a very fine line between constantly dying from stealth NPCs and never dying from them. So I've given it some thought, and I think I have, at least a primitive, solution.

I think I would leave the detecting to the character, not to the player. Keep the NPC invisible and silent until the character detects him, and then start giving the player audio and visual cues. The detected NPC may still surprise the player who misses the cues, but he won't get his damage bonuses for being stealthy.
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Krystina Proietti
 
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Post » Thu Feb 17, 2011 4:54 am

Maybe a few stealth NPCs throughout the game could one hit you if you don't have a comparatively high amount of health and armor, but most should not.

Overall I like your idea.
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ruCkii
 
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Post » Thu Feb 17, 2011 8:53 am

I think I would leave the detecting to the character, not to the player. Keep the NPC invisible and silent until the character detects him, and then start giving the player audio and visual cues. The detected NPC may still surprise the player who misses the cues, but he won't get his damage bonuses for being stealthy.

Hm.. not sure about this. What kind of cues are you talking about? Andif they don't get a stealth bonus, how is stealth any advantage than just straight up smashing you? I'd rather give the player some chance by themself.
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Kristian Perez
 
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Post » Thu Feb 17, 2011 4:59 pm

I just imagined a giant dragon sneaking up on a nord lol.. "Har har I got you know"
Of course I like the Idea and I would dare any game to create NPC's that sneak up on you.
Just do it Bethesda! :)
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Emma louise Wendelk
 
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Post » Thu Feb 17, 2011 3:42 am

I like this idea a lot and was thinking about starting a thread like this my self (thanks for doing it for me though, you saved me lot of time :D).
Anyway, I support the idea of NPC being able to sneak and preform sneak attacks and will work on that idea.
When I have some ideas, I'll post them here.
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Gracie Dugdale
 
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Post » Thu Feb 17, 2011 6:32 pm

Thats really need to be done,
Element of surprise and ambushes is really great fun
sneaking actors who try backstab player with critical damage, sniper archers thats will change position and hide after shoot at player, feline beasts thats hide in high grass, death that's lurk in darkness.
Player and NPC will actually use Detect Life and Light spell along with other light sources for searching of sneaking actors
No Battle music until actual first strike of NPC or Player
Darker Nights and Dungeons.
Nice also to see some NPC thieves who will try pickpocket him at crowded cities or stole his gold while he sleep.
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Damian Parsons
 
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Post » Thu Feb 17, 2011 7:15 pm

Challenging to implement in a good way but would be awesome.
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Logan Greenwood
 
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