Other > Closed suggestions
Sneak suggestions
RavenWolf:
Sneak need an improvement, not a drastically improvement like in the old days, but may be an adjustment to the formula. Also it would have a bonus in night. And also a bonus to PvE, not only PvP.
As a thievery skill i think that would give a bonus to not be detected by guards when you fail stealing, or some other kind of bonus to steal.
Other think that I don’t understand is the FoV. If it only works for detect sneaking players, and that players already have the direction penalty, a player with 10% in sneak will have almost the same sneak area that a player with 100%. So let the FoV a circular area, and the direction penalties and the sneak value will determine the sneaking area.
i know that in the original fallouts a player wont be able to run and sneak without the silent running perk. but in this game sneak works different, so i think an improvement to sneak would be: if a player is running and sneaking it will suffer a penalty like 25-35% (reducing it, not subtracting). Silent running perk will remove that penalty.
And for last, original fallout games have a support for an assassin/ninja build. i remember in F2 killing a enemy without alerting his friends. (and also the silent death perk)
So, for unarmed and melee combat I suggest that entering in combat mode won’t remove your sneak status but reduce it in 40%-50%. Obviously, the player that you are fighting can see you, but may be his friends won’t notice what is hitting him..
Feel free to post your suggestions about sneak.
dskpnk:
Ia agree with make something for sneak cause at the moment sneak isn't very usefull
kuroi:
In my personal opinion running while sneaking is the most important factor that is ruining this somewhat different skill. All powerbuild chars with sneak were using silent run to change their positions fast, without this perk, sneak would be only useful for thieves, spies, snipers and other long range fighters.
First, sneaking should take more AP for using it, that would be a huge blow for guys who want to use it on the last second before encountering enemy. Other idea of resolving this is blocking AP while sneaking, what I mean by that is while you sneak your maximum AP should be reduced by lets say 2 points, that would make impossible to shoot in the eyes and fast 'cloak' again.
Second, talking about long range fighters... Some seriously big penalty to sneak while using/holding biggun would suit the situation and furthermore would prevent from making sneaking overpowered as it was before.
Third, extremely high penalties while sneaking infront are somewhat unbalanced comparing to other skills and that is why nobody use it.
Those changes would cut sneak from being used by overpowered snipers/bigguners and would make it useful for players like thieves or spies.
Guess that would be it :)
Nice_Boat:
I suggest the following:
a) keep the equipment weight penalties
b) make sneak work like before in terms of detection
c) moving when sneaked costs 1 ap/hex; can't move if at 0 ap - silent run would allow you to make quick, short leaps but in general you wouldn't be able to move around too much
d) going into sneak mode costs 6 ap
e) sneak timeout - 15 seconds - it gets set to 15 seconds each time you get usneaked
f) using skills, items and attacks unsneaks you
... how does that sound?
kuroi:
Nice_Boat's suggestions are very nice and I approve them, maybe except of point f) which would take all the benefits of sneaking from thief.
According to the Viewing Range Table on fopedia -click- sneaking is massively nerfed because being detected by character with 1 perception
(person is propably almost blind) at distance of 18 hex with 300 skill is totally unrealistic...
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