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Author Topic: Sneak - only with stealth boy  (Read 11076 times)

DocAN.

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Sneak - only with stealth boy
« on: September 28, 2012, 09:43:50 am »

Some changes for sneakers, which will allow to sneak only when You have stealth boy.
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Cyber Jesus

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Re: Sneak - only with stealth boy
« Reply #1 on: September 28, 2012, 09:44:59 am »

sneakers have been nerfed enough already
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Re: Sneak - only with stealth boy
« Reply #2 on: September 28, 2012, 09:47:56 am »

Trolling?
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I wish there were bags, backpacks, etc. in Fonline.

Mayck

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Re: Sneak - only with stealth boy
« Reply #3 on: September 28, 2012, 09:59:08 am »

I'd prefer some craftable sneaker armor as requirement to be able to sneak (or other armors/bluesuit having penalty for sneak skill) rather than stealth-boy. But yeah, I agree sneaking should require some gear to be functional/effective.
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avv

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Re: Sneak - only with stealth boy
« Reply #4 on: September 28, 2012, 10:27:21 am »

I support this idea. But sneak boy needs to be easier to get. It should spawn in shops and should be lootable from for example ROTMA nightkins. And perhaps craftable with hq mats.

Have it in inventory and you can sneak. Remove the "consumable" sneak boy.
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Re: Sneak - only with stealth boy
« Reply #5 on: September 28, 2012, 11:45:44 am »

I'd prefer some craftable sneaker armor as requirement to be able to sneak (or other armors/bluesuit having penalty for sneak skill) rather than stealth-boy. But yeah, I agree sneaking should require some gear to be functional/effective.
cap EN + STR for sneakers ? and 10 ag req for sneak also ?
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Re: Sneak - only with stealth boy
« Reply #6 on: September 28, 2012, 04:53:29 pm »

Yes and let's make it so you can only shoot a gun while holding guns and bullets in off hand, and you can only run with rubber boots, and you can only barter while wearing spectacles. Any other terrible ideas?
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Re: Sneak - only with stealth boy
« Reply #7 on: September 28, 2012, 05:05:15 pm »

I have made some ninja sprites, btw, they would be handy for a sneak suit.
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avv

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Re: Sneak - only with stealth boy
« Reply #8 on: September 28, 2012, 05:29:12 pm »

Yes and let's make it so you can only shoot a gun while holding guns and bullets in off hand, and you can only run with rubber boots, and you can only barter while wearing spectacles. Any other terrible ideas?

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?
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manero

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Re: Sneak - only with stealth boy
« Reply #9 on: September 28, 2012, 05:33:07 pm »

Some changes for sneakers, which will allow to sneak only when You have stealth boy.

Awesome idea. I hope Devs will think about it. No more "invisibility spell" in postapocalyptic game.

jacky.

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Re: Sneak - only with stealth boy
« Reply #10 on: September 28, 2012, 05:41:44 pm »

and SB should be rechargeable.
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DocAN.

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Re: Sneak - only with stealth boy
« Reply #11 on: September 28, 2012, 05:51:31 pm »

If i remebre there is an animation for stealh boy, it was in Fallout 1
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Re: Sneak - only with stealth boy
« Reply #12 on: September 28, 2012, 05:54:08 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?

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: [Select]
// __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

This is how it looks currently on 2238.
Code: [Select]
// __LookChecks |= LOOK_CHECK_SNEAK_DIR;
    __LookSneakDir0 = 72;                   
    __LookSneakDir1 = 36;                   
    __LookSneakDir2 = 12;                 
    __LookSneakDir3 =  0;                   
    __LookSneakDir4 =  0;                   
    __LookChecks |= 0;
    __LookWeight = 0;


This is how it was on previous session of 2238.
Code: [Select]
// __LookChecks |= LOOK_CHECK_SNEAK_DIR;
    __LookSneakDir0 =135;                   
    __LookSneakDir1 = 95;                   
    __LookSneakDir2 = 55;                 
    __LookSneakDir3 = 15;                   
    __LookSneakDir4 = 15;                   
    __LookChecks |=LOOK_CHECK_SNEAK_WEIGHT;
    __LookWeight = 1000;


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.



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Re: Sneak - only with stealth boy
« Reply #13 on: September 28, 2012, 06:30:58 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;
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.
« Last Edit: September 28, 2012, 06:32:58 pm by Kilgore »
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Re: Sneak - only with stealth boy
« Reply #14 on: September 28, 2012, 06:43:25 pm »

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

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:

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.
« Last Edit: September 28, 2012, 06:47:55 pm by T-888 »
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