More uses for Stealth

Thoughts on the further development of Haven & Hearth? Feel free to opine!

More uses for Stealth

Postby HarryDresden » Thu Nov 03, 2011 9:10 am

Was thinking about stealth mostly affecting the criminal element, but another cool use would be sneaking up on bugs and animals in game. Just a thought. Dragonflies and Silkmoths sit still, boars eyes glance right past you, and bears don't even notice you getting ready to suckerpunch them.
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Re: More uses for Stealth

Postby ImAwesome » Thu Nov 03, 2011 6:59 pm

HarryDresden wrote:and bears don't even notice you getting ready to suckerpunch them.

who the hell is sucker punching bears?

I do like the idea of higher stealth making animals less likely to charge at you though...even though once you have the stealth you probably don't mind killing them with ua
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Re: More uses for Stealth

Postby Xab » Sat Nov 26, 2011 2:21 am

This would be helpful for noobs, but it's a rather uninteresting way of dealing with mobs and frankly seems like a waste of points. Dragonflys and silkmoths aren't difficult to catch with a little water and time, rabbits and chickens will gladly let you walk up to them and wring their necks, and ants don't care if you walk all over them (they'll even forget it was you who wrecked their hill after running away and coming back). The only good use against mobs I see are with the aggressive mobs.

It would help those noobs without a modded client, but it's far more effective to hide all large objects and highlight aggressive mobs, and this method costs no LP. I think the game would have to negate this benefit of modded clients and change how mobs react before stealth becomes useful.

For example, for a person with low stealth, smaller non-hostile mobs like rabbits and chickens would be more likely to run if you get too close, dragonflies and silkmoths could fly faster then you could run, and boars, bears and deer could move around more often (and they would have to not hug the river in a boat fight) to make MM more then a cake-walk. Mobs would also have to find a way to hide without the aid of obscuring objects, which stealth could then negate that ability. Perhaps it could work like exploration does for revealing plants, with the exception of aggressive mobs.

Another good stealth idea was suggested in this 2010 thread: Improvement to the Stealth Skill and Animal Tracking
rye130 wrote:Your stealth as compared to an animals sight number or a persons perception*exploration (although this would add another use for perception and exploration, and they are already quite useful as it is) would affect how many tiles you have to move away before it'll disengage you from combat.

Especially for ants :O)
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Re: More uses for Stealth

Postby Kaios » Tue Nov 29, 2011 4:36 pm

That's how I always imagined a "Hide" skill working as well.

It goes off dex*stealth for example and a player is constantly doing checks for someone using Hide just like searching for foragables. Obviously if your per*exp is greater than their dex*stealth then you see them......but not always!!

Also moving or attacking would reveal you as well.
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