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- Mar 14, 2014
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I'm working on a stealth mission for my game, so the player can act as a spy, sneaking past guards and taking the secret documents, using them to overthrow a regime.
It's fairly obvious that, if a guard sees or hears you, you're in trouble. Now, I've calculated a percent chance of detection, but am wondering how best to handle the shades of grey between 0% (not seen/heard) and 100% (definitely seen/heard):
1. Use the RNG to determine if the user is seen/heard.
2. Use a cutoff threshold, below which the user is never seen/heard, above which the user is always seen/heard
3. A combination of the two above
I recalculate the detection chance whenever the player or a guard moves.
But, I can see real pros and cons to each side. The RNG can keep the stealth mission challenging, because the same run can have 2 different outcomes. I could argue this is more "realistic" because I'm obviously not simulating every detail of detection (just line of sight/hearing, equipment noise, obscuring tiles and so on).
The cutoff threshold is more predictable, so the same run always gets the same result. This might be less frustrating for the player.
So, which would you prefer in a stealth mission? Where do you draw the line between challenging and frustrating in such a mission?
The way I'm doing this, the stealth missions themselves are an optional mode of play --- you can do the more typical RPG combat if you wish.
It's fairly obvious that, if a guard sees or hears you, you're in trouble. Now, I've calculated a percent chance of detection, but am wondering how best to handle the shades of grey between 0% (not seen/heard) and 100% (definitely seen/heard):
1. Use the RNG to determine if the user is seen/heard.
2. Use a cutoff threshold, below which the user is never seen/heard, above which the user is always seen/heard
3. A combination of the two above
I recalculate the detection chance whenever the player or a guard moves.
But, I can see real pros and cons to each side. The RNG can keep the stealth mission challenging, because the same run can have 2 different outcomes. I could argue this is more "realistic" because I'm obviously not simulating every detail of detection (just line of sight/hearing, equipment noise, obscuring tiles and so on).
The cutoff threshold is more predictable, so the same run always gets the same result. This might be less frustrating for the player.
So, which would you prefer in a stealth mission? Where do you draw the line between challenging and frustrating in such a mission?
The way I'm doing this, the stealth missions themselves are an optional mode of play --- you can do the more typical RPG combat if you wish.
