This is a part of upcoming sneak rework concept I was working on and those changes will probably be in game in few weeks.
I'm posting it here to hear some thoughts from people who played sneak for long time, since my experience as a sneaker is quite limited. We discussed that suggestion with balance team and it seem to be legit in our opinions.
1. How sneak skill is defined?Base sneak skill equals to character_sneak_skill - 50, so its 150 for 200 skill character.
Then it is modified for:
- armors:Leather Jacket +30
CLJ, CLC: +20
Leather Mk2, FLA: +10
-conditions:stealthboy Ghost perk if you're next to wall: +20
stealthboy Silent Walk perk if you're walking: +20
-character perks:New character perk for 18-24 lvl - Shadow, giving +30 sneak skill for sneak calculations
After that skill is reduced by weight penalty, which is a skill multiplier for each carryweight calculated as:
1 - 0.98
2 - 0.97
3 - 0.96
4 - 0.95
5 or more: (100 - carryweight^1.1) / 100
Here is the spreadsheet for quick refrence:
Well, lets look at some examples:
1)
Light sneaker: 200 skill, CLJ, 10 weight, Shadow perk: 150 (skill) + 20 (CLJ) + 30 (Shadow) = 200 base, multiplying for 10 weight: 200 * 0.87 =
174 final sneak value.
2)
Heavy combat sneaker: 200 skill, CA, 25 weight: 150 (skill) = 150 base, multiplying for 25 weight: 150 * 0.66 =
99 final sneak value.
3)
Medium weight combat sneaker: 200 skill, FLA, 20 weight, Shadow perk: 150 (skill) + 10 (FLA) + 30 (Shadow) = 190 base, multiplying for 20 weight: 190 * 0.73 =
138 final sneak value.
4)
Sneakest waki user: 200 skill, LJ, 5 weight, Shadow perk: 150 (skill) + 30 (LJ) + 30 (Shadow) = 210 base, multiplying for 5 weight: 210 * 0.94 =
197 final sneak value.
2. How detection range is determinedFront detection for 150 sneak value is calculated as sightrange^0.6 * 2, here is the examples for specific sightrange:
- 39 sightrange: 18 hexes;
- 50 sightrange: 20 hexes;
- 75 sightrange: 26 hexes;
- 100 sightrange: 31 hexes;
- 130 sightrange: 37 hexes.
For any given sneak value detection range is calculated as (sightrange^0.6 * 2) * 150 / sneak_value ; so it is scaled from a base value of 150 in indirect proportion.
For above examples 1-4 of sneak value calculation lets check detection ranges for sightranges 39, 66 and 130:
1)
Light sneaker 174 sneak value:
- 39 sightrange: 15 hexes
- 66 sightrange: 21 hexes;
- 130 sightrange: 31 hexes.
2)
Heavy combat sneaker 99 sneak value:
- 39 sightrange: 27 hexes
- 66 sightrange: 37 hexes;
- 130 sightrange: 56 hexes.
3)
Medium weight combat sneaker 138 sneak value:
- 39 sightrange: 19 hexes;
- 66 sightrange: 26 hexes;
- 130 sightrange: 40 hexes.
4)
Sneakest waki user 197 sneak value:
- 39 sightrange: 13 hexes;
- 66 sightrange: 18 hexes;
- 130 sightrange: 28 hexes.
Some additions I forgot to add initially:
- System above implying comeback of sneak bypass penalty, which will be based on your skill value: the higher the skill the severe the bypass. It will be needed to add some drawbacks to rolling sneak all time on any combat character.
- Sneak bonus from armors will be reflected in new armor trait Stealthy giving +10 to skill per level.
- Battery capacity planned to be 30 minutes * weight_multiplier, so about 15 minutes at 30 weight and about 30 minutes at 1-10 weight.
- Stealthboy warmode planned with separate hotkey and next effect: -30% sightrange, +15% sneak, no battery drain change.
- At first simple stealth/reveal system to be used, then probaly will be suggested more elaborate system based not on reveal time but on dynamic change of sneak value.