Stealth in the Tower (a new element not present in Game One) revolves around two key factors: visibility and sound. The A.I is designed to be able to perceive, respond and react to both. Being stealthy therefore relies upon your ability to become invisible and silent.
First, youll need to get your hands on some highly experimental Stealth Shield nodes. These are hardpoint devices, and can be attached to either your Battle Utility Suit or Freefall Suit. You cannot equip both Stealth and Combat Shield nodes at the same time, so to be stealthy means a reduction in armour capabilities. This gameplay option carries with it some interesting trade-offs, and when working in tandem with other mechanics will make for a pretty interesting ride.
The general rule of thumb for successfully approaching The Tower with Stealth is to carefully monitor (see: stalk) the routines of potential combatant squads. Find out where they move, how they move, and then discover the best way to get past them or where best to confront them. This can be fun too because, in order to maximize immersion, we plan on taking NPC idle chatter to the next level. Follow potential combatants from the shadows and watch them interact with each other and the environment in a multitude of interesting ways
biding your time, waiting for the right moment to strike.
Here is a list of general features we have planned for Stealth:
While in Stealth Mode, your H.U.D. will display the distance of all visible potential combatants, as well as their capabilities such as armour and shielding.
Youll be able to mark potential combatants to help keep track of where you last saw them, and your own last known position will also be marked on your HUD in the event youre spotted. This is so that you can keep track of where combatants may be searching for you.
Multiple levels of toggleable stealth strength. Each level progressively drains more energy, while achieving greater levels of invisibility.
A.I. will be aware of their environment. Meaning, for example, if you recycle an object within a combatant's pathing, or right in front of them, they may notice and investigate.
All sounds will be recognized by potential combatants nearby. Footfalls (not shrouded by Shock Absorbers), weapons fire, or even just the act of accidentally pushing objects around the environment will all cause potential combatants to react and investigate.
If you fire your weapon, receive any damage, or so much as touch a potential combatant, invisibility will be temporarily lost.
Speak anytime while using Stealth. This goes beyond tormenting potential combatants for your own amusement and can actually be a viable method of pushing them into submission before even showing yourself. Tell them to drop their weapons, interrogate them for information, etc. Only be careful, because depending on their personality and agitation level, some potential combatants may simply open fire when they hear a disembodied voice! Its a ghost, kill it!
All in all, moving around potential combatants while invisible can become a very delicate endeavour.
That's all for right now, more coming soon!
-iDGi and The Tower team
https://youtu.be/tuYkZt_ORoU