Making Stealth Highly Class Level Dependent.

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • buzzkill
    Prophet
    • May 2008
    • 2939

    Making Stealth Highly Class Level Dependent.

    I was thinking about the mechanics of Angband, as I often do when nothing else of much import is occupying my mind. I came up with this loosely outlined approach to Stealth which varies greatly from what we have now.

    This isn't necessarily for V, though I don't think that it's too radical V either. There's only one part* of this that I feel won't mesh well with traditional V (whatever that is).

    In short, as the thread title indicates, my plan is to make stealth much more level dependent. Much like HP's or fighting ability, stealth will increase with each level (or few levels) gained. Stealthy classes will get bigger boosts per level, less stealthy classes small, and really non-stealthy race/class combos very little. (maybe a hobbit rogue would get a 1 pt. stealth boost every single level and half-troll paladins a 1 pt. boost every 10, and everything else somewhere in between).

    My goal is that a stealthy ~CL10 character will be stealthy versus ~DL20 enemies. That same character wouldn't be so stealthy versus ~DL40 (of similar alertness) enemies and not at all stealthy vs (similar) ~DL60 enemies. I feel this meshes well with fantasy lore and would solve the fundamental problem (as I see it) of a fairly low level, yet highly stealthy, character successfully sneaking around the deepest levels of the dungeon. In short, the further OoD you are, the harder (but not impossible) it's going to be for you to move about unnoticed. Building a stealthy character with a non-stealthy race/class combo will be choice (sacrifice will have to be made), not just a side effect of an otherwise useful kit.

    It would be a major change from what we have now, almost everything will have to be rescaled. Since stealth numbers will grow much larger than currently attainable, it will requiring a revamp of the alertness numbers for nearly all monsters. The deeper the monster, the more progressively alert they will have to be in order to keep pace with the ever stealthier character.

    *It's possible that even stealth boosting items will have to be scaled to the character. I can foresee the need for boots of stealth (+3) being more effective on a hobbit than on a troll, maybe functioning effectively as (+9) for the hobbit, else stealthy gear would be far more beneficial to to non-stealthy characters, which I feel is counter-intuitive.

    If you don't 'get it' yet, think of it this way. The character would grow naturally stealthier as they gain experience (gain levels), as they should. Stealth would not simply be a function of finding stealthy gear, though that would still help too. In compensation, monsters would grow more alert as they progress in power. An ancient dragon shouldn't be oblivious be a CL7 rouge, even if that rogue has really nice boots. In this new scenario, it won't be.

    It's a raw idea, but I feel it's a very good one, at least better than what we have now. It would help to differentiate the classes further. I haven't put any hard numbers to it yet and doubt that I will develop it any further on my own. I'm throwing it out here for community scrutiny/development and so that anyone who feels that it may have some potential to flesh it out further.
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    It's an interesting idea but I'm not sure how much you gain. If you're willing to code it up, I'd try it out though.

    Right now the game compensates for stealthy characters with hounds, which no amount of stealth allows you to sneak by. Would hounds in your game still be automatically awake?

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9637

      #3
      Originally posted by buzzkill
      My goal is that a stealthy ~CL10 character will be stealthy versus ~DL20 enemies. That same character wouldn't be so stealthy versus ~DL40 (of similar alertness) enemies and not at all stealthy vs (similar) ~DL60 enemies. I feel this meshes well with fantasy lore and would solve the fundamental problem (as I see it) of a fairly low level, yet highly stealthy, character successfully sneaking around the deepest levels of the dungeon. In short, the further OoD you are, the harder (but not impossible) it's going to be for you to move about unnoticed. Building a stealthy character with a non-stealthy race/class combo will be choice (sacrifice will have to be made), not just a side effect of an otherwise useful kit.
      I like the general principle here. The other ingredient you will need is for monsters to wake more easily deeper.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #4
        Originally posted by fizzix
        It's an interesting idea but I'm not sure how much you gain. If you're willing to code it up, I'd try it out though.

        Right now the game compensates for stealthy characters with hounds, which no amount of stealth allows you to sneak by. Would hounds in your game still be automatically awake?
        I've no real coding skills, so me doing it isn't a viable option in the near term.

        As for hounds, we can cross that bridge when it comes to that. I could see high level stealthy builds being able to evade even hounds, certainly low-tier hounds. If hounds did start out asleep, I'd imagine only the most stealthy character, operating relatively in depth, would be able to keep them asleep very long.

        Originally posted by Nick
        I like the general principle here. The other ingredient you will need is for monsters to wake more easily deeper.
        I though I covered that bit. ... it will requiring a revamp of the alertness numbers for nearly all monsters. The deeper the monster, the more progressively alert they will have to be in order to keep pace with the ever stealthier character.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • Nick
          Vanilla maintainer
          • Apr 2007
          • 9637

          #5
          Originally posted by buzzkill
          I though I covered that bit. ... it will requiring a revamp of the alertness numbers for nearly all monsters. The deeper the monster, the more progressively alert they will have to be in order to keep pace with the ever stealthier character.
          The perils of posting decaffeinated...
          One for the Dark Lord on his dark throne
          In the Land of Mordor where the Shadows lie.

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #6
            Originally posted by buzzkill
            I've no real coding skills, so me doing it isn't a viable option in the near term.

            As for hounds, we can cross that bridge when it comes to that. I could see high level stealthy builds being able to evade even hounds, certainly low-tier hounds. If hounds did start out asleep, I'd imagine only the most stealthy character, operating relatively in depth, would be able to keep them asleep very long.
            I have no real coding skills either...that hasn't stopped me.

            Most of the stuff doesn't need difficult coding anyway. The edit files already have a 'stealth gain per level' column. And changing monster alertness is trivial also. You can start playing around with those and see how close you can get to what you want. If you need to revamp the probability of a monster waking up, then you might need to code some.

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              The main issue here is that you'll also need to recode the stealth calculations, since they currently have a range of only (IIRC) 0-27. Moreover that range is exponential, so you really don't have much room to work.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by Derakon
                The main issue here is that you'll also need to recode the stealth calculations, since they currently have a range of only (IIRC) 0-27. Moreover that range is exponential, so you really don't have much room to work.
                Fortunately that's only done at one place in the code, so the effort required is to come up with a new algorithm - coding it will be relatively simple.

                But I thought people really didn't want things to get more level-dependent. Or is stealth an exception to that general sentiment?
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #9
                  Originally posted by Magnate
                  Fortunately that's only done at one place in the code, so the effort required is to come up with a new algorithm - coding it will be relatively simple.

                  But I thought people really didn't want things to get more level-dependent. Or is stealth an exception to that general sentiment?
                  *I* want some things to be more class level dependent. Especially SP and to a smaller extent HP. However, I always feel like I'm in the minority here.

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #10
                    Originally posted by fizzix
                    *I* want some things to be more class level dependent. Especially SP and to a smaller extent HP. However, I always feel like I'm in the minority here.
                    I second that sentiment, and have strong emphasis on stealth being level-dependent skill (it is in fact skill, not just some innate ability). I also think that heavy armors should reduce stealth by nature, not by pval. A bit like they do for to-hit now.

                    Every and all warrior-classes should exceed spellcasters in stealth at the end, beginning can be other way around.

                    Comment

                    • Narvius
                      Knight
                      • Dec 2007
                      • 589

                      #11
                      Originally posted by Timo Pietilä
                      Every and all warrior-classes should exceed spellcasters in stealth at the end, beginning can be other way around.
                      Why? I always picture warriors as pretty noisy dudes.
                      If you can convincingly pretend you're crazy, you probably are.

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #12
                        Originally posted by Narvius
                        Why? I always picture warriors as pretty noisy dudes.
                        Skilled warrior is a stealthy warrior. Only beginner wannabe "warriors" are noisy.

                        I wonder if we could make "make noise" -command for really stealthy players to wake up things when they want to.

                        Comment

                        • Therem Harth
                          Knight
                          • Jan 2008
                          • 926

                          #13
                          Somehow, I'm having a hard time imagining even the most skilled warrior sneaking around in a full suit of plate mail...

                          (And that's not considering how noisy the actual fighting would be. Steel on steel, anyone? I know, Angband Is Not Real Life (TM), but IMO serious stealth for anyone other than rogues and maybe rangers is kind of pushing things.)

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by Therem Harth
                            Somehow, I'm having a hard time imagining even the most skilled warrior sneaking around in a full suit of plate mail...

                            (And that's not considering how noisy the actual fighting would be. Steel on steel, anyone? I know, Angband Is Not Real Life (TM), but IMO serious stealth for anyone other than rogues and maybe rangers is kind of pushing things.)
                            Generally medieval combat armors are quite a bit lighter than heavy plate mail horseback knight armors. You can't really move in those kind of armors. I agree that heavy armor should weaken stealth (as I said in my previously).

                            Warrior is no different to ranger in stealth-requirements, only chosen method of killing is different, and if there is no "metal to metal" contact melee can be quite silent, especially if the killing blow is quick. In fact I think warrior should be more skilled than ranger on sneaking up on intelligent opponents and killing them silently. Rogue should be more skilled than either of those obviously, but paladins, priests and mages should have practically no stealth at all (that's not what they are trained to do), unless magically enchanted.

                            Comment

                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              #15
                              Magic armor doesn't have to be noisy.

                              In any event, I thought this thread was for Buzzkill to try out some theorycrafting; there's no indication it'll show up in Vanilla anytime soon.

                              Comment

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎