Ranger Archive

Thread: Lets talk about Stealth

Scarin
Wed Nov 10, 2004 8:14 pm
#1



Rangers have been talking about stealth since launch. Many of us feel stealth is a vital part of the Ranger profession and the ablities granted in the Wayfaring tree are subpar. In the past year we've come up with a lot of new ideas and had some good discussions. The purpose of this thread is bring up those ideas as well as create new ones, to have a community discussion and hash out our thoughts, so that we can hopefully come up with a strong proposal for our future revamp.


I'll start by summarizing some of the previous ideas into categories so they're easier to identify. ( Please feel add to this if you want. )



  • True Stealth - Actually making Rangers somehow inivisible to other players. This is best described in Fred's Stealth Proposal . The basic idea is when the Ranger uses his stealth ability he is completely inivisible, nothing on the radar, nothing even in your normal vision. The caveat of this idea is that it may be All or nothing. As Fred explains, there is probably no way to just take us off the radar or change or our dot color etc. We have to completely cut off the data sent to other players or they'll be able to find ways of cheating.This is perhaps the most powerful form of stealth a Ranger could have. We'd be able to spy on people, gather intel and perform deadly ambush attacks. With that in mind, its crucial that we think of solid ways to balance it.

  • Simulated Stealh - Simulating stealth through negative to hit mods or increased defenses. The Original Outdoorsman proposes a form of stealth through negative to hit mods. The idea is that, while we would still be visible to other players, our stealth would be simulated by their inablity to hit us. It's a fairly simple idea that would give Rangers an edge in combat, but it wouldn't allow for any kind of spying or real surprise attacks.

  • Other - Search the boards and you'll find countless other ideas, but in general I think most of them fall in one of the two categories. If you have an idea that you think is different from what I've already mentioned please add it.

Ok, so here's what we need to do, discuss the different ideas and come up with a simple yet elegant stealth proposal. There are some important things to consider any stealth idea.


What are the pros and cons?



  • How strong will this make Rangers?

  • Does the idea give all of the abilities Rangers want in a stealth skill?

How will it be implement in game?



  • At what box will this ability be granted?

  • Will Rangers need resources for this ability?

How it will be balanced?



  • How will other players detect us? Would it be skill based, Item based, both or something else?

  • Will other Rangers be able detect us? Or maybe other classes might have a spefic skill (Like SL) ?

  • Will there be some limitation on how often or when we can use it?

  • Will Rangers be limited in how they can move while using the ability?

Message Edited by Scarin on 11-10-2004 09:23 PM



There are 10 types of people in this world... those who know binary and those who don't.


Scarin - Eclipse Master Ranger / Master Swordsman
Siarra Oman - Noob scout on Wanderhome, home of the great ranger meet up.
ospo
Wed Nov 10, 2004 8:38 pm
#2

This is a wonderful Idea

I just want to say that


This "stealth" in whatever final form it has

will be very very powerful andshould be

restricted to Master Ranger.


I say this for one reason.


I would not want combat professions to just use

one tree in ranger and (dabble) just to have the ability

to use stealth and suprise attack even if we intend for

it to never be used as a combat tatic

Ospo
Piroa
Thu Nov 11, 2004 7:04 am
#3






Nemo0 wrote:

True Stealth is the best option. It is something unique (i.e. not just a defense mod), useful (assuming they don't nerf us too much while stealthed--i.e. prone and stationary only), and fun.


Agree! Agree! Agree!

Balance:



  • Detection should probably be skill based. I would prefer an active skill (i.e. you have to /areatrack to notice the Ranger) because a passive ability will probably lead to a kreetle effect.

  • I would say that identifying the presence of a concealed Ranger should not cost resources but actually ending the hidden state probably should (maybe use an EMP grenade to disrupt the invisibility field generator?).

  • Detection should definately be possible by other Rangers (they are the ones who would really know what to look for). It might also be worth having other professions with an ability to detect the Ranger just for counterbalancing but they probably should be professions with a scout prereq.




I think it should be a passive detection. It can be mod based, using a DetectStealth mod, that would be a roll out of a hundred to check for detection. All players get a +5 mod. Novice Scout gets +5 and Master Scout gets +5. Novice CH, BE, BH and SL get +2. Novice Ranger gets +10 and Master Ranger gets +20. Checks would be done at 30m and at 10m (possibly with a bonus to check). CAs and AAs could be made with mod bonuses, as well.


If a detection is made, the Detection skill could be rolled against the Stealth skill to determine the outcome. Possible outcomes could include: "You have heard a sound to the (direction)," but the ranger would stay hidden, or Stealth is disabled for a minimum amount of time.






Piroa Iseefi

Master Ranger/Rifleman/Creature Handler



Nemesis of Supremacy (NOS)

City of Heroes, Dantooine

Eclipse




Proud supporter of RATGWNIWNU

Nemo0
Thu Nov 11, 2004 10:51 am
#4






Piroa wrote:






Nemo0 wrote:

True Stealth is the best option. It is something unique (i.e. not just a defense mod), useful (assuming they don't nerf us too much while stealthed--i.e. prone and stationary only), and fun.


Agree! Agree! Agree!

Balance:



  • Detection should probably be skill based. I would prefer an active skill (i.e. you have to /areatrack to notice the Ranger) because a passive ability will probably lead to a kreetle effect.

  • I would say that identifying the presence of a concealed Ranger should not cost resources but actually ending the hidden state probably should (maybe use an EMP grenade to disrupt the invisibility field generator?).

  • Detection should definately be possible by other Rangers (they are the ones who would really know what to look for). It might also be worth having other professions with an ability to detect the Ranger just for counterbalancing but they probably should be professions with a scout prereq.




I think it should be a passive detection. It can be mod based, using a DetectStealth mod, that would be a roll out of a hundred to check for detection. All players get a +5 mod. Novice Scout gets +5 and Master Scout gets +5. Novice CH, BE, BH and SL get +2. Novice Ranger gets +10 and Master Ranger gets +20. Checks would be done at 30m and at 10m (possibly with a bonus to check). CAs and AAs could be made with mod bonuses, as well.


If a detection is made, the Detection skill could be rolled against the Stealth skill to determine the outcome. Possible outcomes could include: "You have heard a sound to the (direction)," but the ranger would stay hidden, or Stealth is disabled for a minimum amount of time.









Passive detection would be interesting but it almost negates the use of the skill against any large group. If you try and sneak in on 20 players, you will be detected (a 5% chance of detection by one player would mean a 64% chance of detection by 20 players every skill check). Also, how does one handle it if you don't want to actually detect the Ranger (i.e. if he is a friend who is meant to be spying on what you are seeing)? The messages help a little (you can just ignore him if you geta message)but what if you accidentally reveal someone who you didn't want to reveal? Active detection means that you will only reveal someone if you try and reveal him.


Maybe we can give the skill to everyone with the skill mods spread out as suggested above? So everyone can try and detect people but the Scout professions are the only ones with a good chance of doing so? And make it so that you can only check when dismounted (i.e. so you might be able to avoid an ambush but only if you are being careful and you take your time while travelling--if you rush, you won't notice anything). And still have the messages as above? So you might find out that there is a Ranger nearby but you might have trouble actually finding him/her.




Lythender Nirou
Crazy Bothan


Nemo0
Thu Nov 11, 2004 1:42 pm
#5

True Stealth is the best option. It is something unique (i.e. not just a defense mod), useful (assuming they don't nerf us too much while stealthed--i.e. prone and stationary only), and fun.


A brief listing of some of what you suggest:


True Stealth

Pros:


  • We can make Ranger a very useful information gathering profession.

  • Rangers would have a skill that is extremely useful.

  • The skill would be unique to the profession.

Cons:


  • Hard to balance.

  • Possible exploits if improperly implemented.

  • Potential griefing if made too powerful.

  • Potentially useless if made too limited.

Implementation:


  • Possible limited stealth at some level of wayfaring (maybe stationary stealth at wayfaring 2 and fully mobile but non-combat stealth at wayfaring 4?).

  • Full combat stealth, if not deemed overpowering or griefable,probably needs to go at Master.

  • I'd rather not see resource use (just because resource collection and such is a pain) but it probably should be on par with a weapon of some sort (maybe with an invisibility belt crafted by an artisan? Decays when the skill is activated?).

Balance:



  • Detection should probably be skill based. I would prefer an active skill (i.e. you have to /areatrack to notice the Ranger) because a passive ability will probably lead to a kreetle effect.

  • I would say that identifying the presence of a concealed Ranger should not cost resources but actually ending the hidden state probably should (maybe use an EMP grenade to disrupt the invisibility field generator?).

  • Detection should definately be possible by other Rangers (they are the ones who would really know what to look for). It might also be worth having other professions with an ability to detect the Ranger just for counterbalancing but they probably should be professions with a scout prereq.

  • Limitations on the skill probably need to be severe. Movement rate can't really be penalized while still keeping the skill useful (possibly at a lower level but Master level should be full speed). Speeders and mounts probably shouldn't be allowed (although a skill like /pathfind would be greatly appreciated to make things go a bit faster). To make combat balancing easy, you would probably want to prevent hiding for 30 seconds after combat and to require hiding to end 15 seconds before combat (although this does make the sniper role almost impossible). If combat is allowed directly out of hiding, it needs to be Master Ranger only to limit the griefing potential (I don't know how well combat will work out of concealment--the potential griefing is just huge). The skill should probably be willfully entered and exited (unless detected).


For simulated stealth, I don't really think we should be focusing too much on this. While a defense mod would be nice, it just isn't very special. It would almost be like buffs compare with chef food--you can get defensive chef food or you can get a camo buff from a Ranger. It wouldn't be a bad skill to have but I'd rather just see natural defenses instead.




Lythender Nirou
Crazy Bothan


Kalaf
Fri Nov 12, 2004 4:01 am
#6

Ok here goes.. I posted this once before but can;t find it.


HAve our camo make us appear as a covert icon even if we are overt. This would last UNTIL our camo is broken by whateve rthe system uses to determine this. Until that time we could NOT be targeted even if they figured out it was us due to the limits of the gammes actual cover.


Kalaf

Phenix1050
Fri Nov 12, 2004 7:04 am
#7

I'd actually like BOTH forms of stealth. The negative to-hit modifier should stay up during battle, while the full-on stealth should be able to be broken once and then gone. Neither one should be able to be placed while in combat (just like now).



PHE'NIX ANTARUS
BOTHAN ELDER RANGER
BEST LOOKINGSPY EVER--FOUNDER OF SATGWNIWNU
BURNING H*TPANTS SINCE 2003


This is horrible! I return to find my new title on the forum is "Jedi". What's up with that? If they wanted to confer that I'm rare and learned, they'd make my title RANGER. and then make it camo colored.
murphy7
Fri Nov 12, 2004 9:32 am
#8

Something about balancing the Stealth: If true Stealth were available at Master Ranger (ie, dropping off the radar and visual), it is in part already balanced out with the 130+ skill points investment. Considering the relativebenefits for SP investment, it's not too bad.



"Malt does more than Milton can, to justify God's ways to man."

Hyro Protagonist, Jedi adventurer
Gallii Frey, sidekick, houseboy at Manse Protagonist
Scarin
Sat Nov 13, 2004 7:13 am
#9


There's some good input in this thread already.I also think some kind of true stealth is the only way to go. I've been trying to put together a simple idea that would still satisfy our needs, here's what I got so far.


I think the ability should be given only at Master Ranger. The Ranger would have to be proneand couldn't enter combat or do anything else while invisible(the exception being laying down ground traps if we ever got them ). While that might sound kinda lame remember we can crawl pretty darn fast and we would be able to spy, ambush etc.


In game it would work like this: You lay down and use the 'stealth'command. Crawl around all you want and remain invisible but as soon as you stand or kneel your stealth would break. That would help balance with melee as they need to be standing to attack. A ranged fighter would also have to break to attack even if they wanted to shoot while prone. They would use the command again to un-stealth similar to how you can un-maskscent. This would help with lag and ensure that no one was getting attacked by someone they couldn't see or attack back.We could stillambushbecauseyou'd only be visible right before you could actually attack and most peoplewould notbe prepared for something that quick.


As for detection, maybe there could be both passive and active skills. The passive skill would be inherent to all characters and would be un-moddable. In a way it would be kind of a hidden skill, not something really known to players. Let me explain;as far as I know, one of the problems with a passive skill is that the server would have to check for it continuously. Meaning theclient would have to check for every x amount of time, 'Is there a Ranger sneaking near me, Is there a Ranger sneaking near me, Is there a Ranger sneaking near me... you get the idea, expensive on the cpu! But, maybe the passive skillcould be checkedby the Rangers client instead. I.E. your client would only check if you were sneaking and in the presence of other players. Since the check would be on the Ranger's end it could have a condition for group members to stop them from breaking your stealth.


Active skills would be easy. There could just be a /scan ability or something. Everyone would getit, but certain classes ( Ranger, Scout, SL ) could have + mods. To use it the player would stop and scan ( just like how we areatrack ) for a chance to break anysneaking Ranger's cover nearby. There could also be crafted items for anyone to use that wouldadd + mods.Artisanscould make a bio-sign detection deviceor BE's couldmake occular implants etc.



K, thats my idea now give me a taste of my own medicine












There are 10 types of people in this world... those who know binary and those who don't.


Scarin - Eclipse Master Ranger / Master Swordsman
Siarra Oman - Noob scout on Wanderhome, home of the great ranger meet up.
Nemo0
Sat Nov 13, 2004 11:55 am
#10

I personally don't like a prone only skill. It really makes it a lot less useful than it needs to be. Have you ever tried crawling 500m prone? The war would be over before you could sneak up on it. Speed isn't necessarily a problem when stealthed. The main concern I think the Devs would have with stealth is the combat aspect. In PvE combat, it allows you to avoid it entirely (maybe make the full stealth PvP only and PvE is left to /conceal?). In PvP combat, it can give a huge edge to any player (a first attack can end up being the last attack if the opponent is unprepared).


For detection, the work almost certainly will be done server side. Any sort of skill check is almost certainly done on the server to prevent people from hacking the client to ensure success (imagine if crafting results were done entirely client side and then passed up to the server--you'd have people hacking it just to get the uber items). Making the system passive is possible with overhead comparable to /conceal. But then we will probably be stuck with all the visibility bugs that /conceal has. It will break way too often to be very useful. Active could be worse (imagine the /scan macros) but it requires at least some player interaction to be prepared (/macro scan).


For combat, there will almost certainly need to be a timer. It is probably fine to only have the timer to re-stealth (yes, you might get the 20 player grief squads but they will probably lose to a 20 person group of combat stackers even with the first attack taking out a few of the stackers--if you are overt, you probably shouldn't be wandering around alone if you want to live) but you need a timer somewhere to deal with lag.



Lythender Nirou
Crazy Bothan


Kalaf
Sat Nov 13, 2004 2:37 pm
#11

Also no combat kind of makes the entire sniper/concealed shot ranger thing mute... Now something like concealed shot should be the ONLY type of comabt you can do while hidden.


Kalaf
Landorien
Sat Nov 13, 2004 6:56 pm
#12

Yeah, and melees could get a backstab/blackjack attack, with the potential of knocking the oponent into prone or even prowl if the attacker is either wookie or trandoshan.




Landorin,
Leader of the Iron Gauntlet,
Imperial Inquisitor,
In service of the Empire.
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