» Fri May 13, 2011 1:09 pm
Why should we try to emulate what's already been done? This is a new game and a new engine! Time to revolutionize the blend of Stealth gameplay into Heroic fantasy gameplay and character progression.
And the Thief-type games don't have a "Character stealth skill", making them entirely Player-based.
Here's a fresh idea that blends both Player and Character skill:
"Sneaking" shouldn't be a stance that grants you an arbitrary bonus, nor should "Not Sneaking" remove all stealth elements. Instead, crouching for stealthy movement should reduce your visibilty when near cover or in shadows, and lower your noise output. At low levels, running while sneaking is noisier than walking, but at higher levels, the Sneak Skill makes it nearly silent (Max Stealth means you never make noise just by moving). It also displays your visibility and noise meters (like in Splinter Cell). The Fable series had better Stealth Feedback than Oblivion and Morrowind, by indicating just "how" detected you were (Which is more important than knowing you're completely stealthy).
Sneak attacks shouldn't require you to be "Sneaking". Instead, they should be about hitting critical locations on the hitbox, such as the neck and Back (And Center of the Chest/heart and Head for ranged attacks) that gets larger as your Stealth skill increases. That way, you can deliver multiple successive sneak attacks for high damage with a fast weapon before the enemy can react.
NPC AI handling stealth: To avoid the problems of "It's just the wind" after they watch their partners become pincushions, and the opposite extreme of ALWAYS knowing where you are once detected, the AI should be confusable and misleadable. Instead of knowing where your character is, they'd react as if they know "He went thataway", or "He's over there" instead of supersensory precision. This way, you can lure enemies away from safety, then take them out with a reflexive sneak attack to the neck or back. And even once detected, it's not "Game Over" for a stealth-based character, though the enemy doesn't forget the PC is still around.
AI perception should be based on the actor's level. This way, stealth is still feasable at low levels, and not overpowered at higher levels. However, perception should not be a seperate skill.