Other > Suggestions

Sneak - only with stealth boy

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jacky.:
and SB should be rechargeable.

DocAN.:
If i remebre there is an animation for stealh boy, it was in Fallout 1

T-888:

--- Quote from: avv on September 28, 2012, 05:29:12 pm ---What makes it so terrible? You can't shoot without a gun with Big guns so why should you be able to get free invisibility with sneak?

--- End quote ---

Big guns is a specific skill witch indicates the ability to use, operate, maintain heavy weaponry witch in fact all are items in game. Sneaking on the other hand is self-explanatory, it's not like some suit will give you knowledge of how to perceive the environment more effectively to become more stealthier. It's cannon stuff anyway, any fallout game had the ability to use it by itself, some may say it is some invisibility spell, but since fallout is not so detailed in terms of graphics i guess the player has to "imagine" that the character is using shadows to his advantage, lurking around, stuff like that even if it seems like on an open field to the living, breathing, eating human behind the screen.

The only thing that sneak needs is these parameters.


This is original from SDK.

--- Code: --- // __LookChecks |= LOOK_CHECK_SNEAK_DIR; // Nerfe opponent sneak by directions of look
    __LookSneakDir0 = 90;                    // Nerfe 90% of opponent sneak with direct look
    __LookSneakDir1 = 60;                    // Nerfe 60% of opponent sneak with front side look
    __LookSneakDir2 = 30;                    // Nerfe 30% of opponent sneak with back side look
    __LookSneakDir3 =  0;                    // Nerfe 0% of opponent sneak with back look
    __LookSneakDir4 =  0;                    // Nerfe 0% of opponent sneak with back look (Square geometry)
    __LookChecks |= LOOK_CHECK_SNEAK_WEIGHT; // Nerfe sneak by current weight
    __LookWeight = 10;                       // Lost 1 sneak point per 10 gramm

--- End code ---

This is how it looks currently on 2238.

--- Code: --- // __LookChecks |= LOOK_CHECK_SNEAK_DIR;
    __LookSneakDir0 = 72;                   
    __LookSneakDir1 = 36;                   
    __LookSneakDir2 = 12;                 
    __LookSneakDir3 =  0;                   
    __LookSneakDir4 =  0;                   
    __LookChecks |= 0;
    __LookWeight = 0;

--- End code ---


This is how it was on previous session of 2238.

--- Code: --- // __LookChecks |= LOOK_CHECK_SNEAK_DIR;
    __LookSneakDir0 =135;                   
    __LookSneakDir1 = 95;                   
    __LookSneakDir2 = 55;                 
    __LookSneakDir3 = 15;                   
    __LookSneakDir4 = 15;                   
    __LookChecks |=LOOK_CHECK_SNEAK_WEIGHT;
    __LookWeight = 1000;

--- End code ---


That is what it should look like and how it was balanced and fair, when sneaking actually was a challenge previous session, some perceptive sniper could spot you from 30 hexes in direct sight and open field - not invisibility spell. I just purely don't see the need to tie sneak for some item, but just purely downgrade it.



Kilgore:

--- Quote from: T-888 on September 28, 2012, 05:54:08 pm ---This is how it was on previous session of 2238.

  __LookChecks |= LOOK_CHECK_SNEAK_DIR;
    __LookSneakDir0 =135;                   
    __LookSneakDir1 = 95;                   
    __LookSneakDir2 = 55;                 
    __LookSneakDir3 = 15;                   
    __LookSneakDir4 = 15;                   
    __LookChecks |=LOOK_CHECK_SNEAK_WEIGHT;
    __LookWeight = 1000;

--- End quote ---
Dear triptroll, our top-coder, it seems you have no idea how these values work :)
You probably also don't have an idea that visibility check is working in a different way on 2238 than it is in SDK.

T-888:
That information is and have been for ages in the outdated wiki witch was correct in previous session. I know exactly how it works.

http://fodev.net/forum/index.php/topic,19266.msg160244.html#msg160244


--- Quote ---3.1TEST test id= 811000269
Modifying sneak: -72 (front)
Front penalty is applied correctly. Ok

--- End quote ---

Flat sneak reduction, doesn't matter what it looks like on SDK, it's just a standard, example.

It's not visibility check i'm talking about, not this.


--- Quote ---1.TEST Test id=1512659329
observer's maximum fov range decreased to 44 (0% front penalty)
Front penalty is applied and calculated correctly. Ok


    1.Observer's maximum sight range is reduced, based on opponent's relative direction: 0%, 20%, 40% and 60% (for front, front-side, back-side and back respectively). For sneakers, the following algorithm decides the visibility:

--- End quote ---

Came to be a smart-ass when you aren't one and actually don't know shit yourself.

Congratulations, now you made a fool out of yourself.

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