Stealth on Foot

Ruger392

Posts: 5

Posted:
Edited: by Ruger392
Posted: -
So I've been playing Ghost Recon: Wildlands recently, and the thought came to me whilst sneaking through a base, flying my little tri-rotor around making sure my path was clear: this is what Star Citizen's promising, the ability to get out of your ship and do things like this.

Recently I saw on 10 For the Chairman that they were talking a bit about smuggling and having to maybe get a box out of your ship after you land and avoid guard patrols and such on your way to meet your contact, and I was thinking they could do a lot of fleshing out with that on-foot stealth idea. Things like thermal vision, night vision, thermal-camo armor or suits, maybe something cool and futuristic like EM vision (I think I'm stealing from Splinter Cell: Chaos Theory here), drones, maybe (if properly balanced) a mark-and-track suit software of sorts, alarms, etc etc etc.

I know it's too early to seriously expect things like this to be developed; they still have a lot of core systems to get ironed out and work to do. That said, I think there's a lot of cool potential here and it'd be nice to plant the idea in CIG's head, maybe even come up with some cool ideas for them.
  • grafton

    Posts: 24667

    Posted:
    Welcome to the madness! Actually, FPS stealth is supposed to show in the next major release (3.0). Here's what CIG have said about the intended mechanics for the final game - Stealth intended:

    (6:47) TRICKERY ASKS: WILL THERE BE THE OPTION OF STEALTH GAMEPLAY FOR THE FPS PART OF THE GAME AND THE TOOLS/MECHANICS TO SUPPORT IT?
    Absolutely. That is part of the core design. We are trying to make the FPS gameplay itself be more tactical, less just “run and gun”. Especially since it is more lethal than you would normally expect with a Call of Duty or something.
    We actually have some gadgets which are good for stealth and distractions they’re just not in 2.0 yet: we’re going through and reactivating and polishing them from Star Marine and they will also debut with Star Marine. But we have the hologram gadget where you can put up a hologram version of yourself and you can be off sneaking somewhere else. We are going to have definite things that will help you with hiding your radar and noise signature, or heat signature, and stuff like that. So we definitely want that.
    We have vents, that aren’t in 2.0 but will be in in the future, where you can sneak around or crawl around in and outflank people and do stuff like that.
    Yes, I definitely see the combat in FPS being much more tactical and part of that would be allowing you to do stealthy stuff.

    from: http://www.scqa.info/transcript/?episode=10FTC-074
    And (game modes for SM)

    Star Marine isn't as tactical as its intended to be for the first iteration, but later they'll add different elements that require teamwork to be successful such as no respawns or limitations such as Stamina. They'll have to put stuff out, get feedback and make changes accordingly.

    from: https://relay.sc/transcript/reverse-the-verse-episode-2-14
    Going prone and entering vents:

    The system for going prone and entering vents was also finished, although we do still have some bugs to address.

    from: https://robertsspaceindustries.com/comm-link/transmission/14420-Monthly-Report-December
    Hiding and crawling:

    Lots of places to hide/move in FPS. Crawl spaces, attic spaces, and spaces along the wall (shimmying through tight spaces). More examples: ventilation systems, under metal grates. Refactoring done on the physics system to make alot of these movements possible.

    from: https://relay.sc/transcript/notes-from-cig-holiday-livestream
    Interaction with the environment in FPS (vaulting, mantling, sliding, improvisation):

    Kommadore: I am really interested in learning how much players will be able to interact with their immediate environment as any such element adds both depth and skill to the module. Will we see the use of controlled explosions from grenades or even fire extinguishers to help propel players & NPCs in various directions or perhaps even launch objects at an oncoming enemy?
    Travis Day: Yes. We actually have a lot of interaction with the environment. It's one of the things that is very cool about the FPS because like so much of what we do, what we're doing in this one module applies to the universe at large. It's like an R&D test bed for what we're going to be doing in the rest of the persistent universe. For example, on Gold Horizon - a James Cameron Alien-esque feeling space station - you walk into the cafeteria for example and you throw an EMP grenade in there. It detonates and you can see as the pulse wave goes out, all the lights along will shatter. All the screens will be disrupted, and it will end up darkening the entire room so you can sneak in there if you want to. So, there's a lot of interesting ways that you can interact with the environment - you can turn on and off gravity on the gravity generators, you can open and close doors/ammo boxes, there is vaulting, mantling, you can slide into cover.
    So, there's a lot of different ways you, as a player - both from a game-changing perspective but also just animation and immersion in the world movement - really interact with the environment and that's only going to get more so. I mean, you talk about fire extinguishers to help propel the player and interestingly one of our weapons, it's a bit unique, is a force propulsion grenade which is essentially just a concussive blast wave that's meant to propel players and it imparts a physics push on all of the players. And with our new articulated entity ragdoll system, depending on where it hits and how much force it has at that distance from the grenade, it will impart a different level of push back and so while it may seem like kind of a lame grenade when you could just throw a frag grenade vs a force propulsion grenade, when you're in zero-G it becomes super effective, which is really fun to see. It's that kind of dynamic behaviour that makes the module so interesting and so much fun and seeing how that would play out in the persistent universe is really fun too.

    from: http://www.scqa.info/transcript/?episode=10PRO-006
    And

    NE: Yep. Flying around shooting people in turrets it’s quite good fun. It’s still a way off release but we’re starting to be able to play around with it. Which is really encouraging. It’s certainly big as cap ships going in there and actually seeing what they can actually do is fantastic. We’ve worked a bit more on player traversal. So hopefully you’re going to be able to do more complex moves like vaulting, mantling some prone stuff, prone to events all that kind of thing hopefully will work a bit more smoothly. Mobi-Glas is another thing. For Squadron 42 we need to have a military skin a Mobi-Glas so we’re zeroing in on the apps that we need for that and getting the consistent layout for Mobi-Glas so everything works in it.

    from: https://relay.sc/transcript/around-the-verse-episode-2-20

    continued...
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  • grafton

    Posts: 24667

    Posted:
    Sliding and leaning:

    [Is there a non-combat version of the cover system?] Hadn’t thought of that. There was non-cover leans at one point, and they looked a little weird, but it’d be cool. There are plans for sliding, in narrow corridors, go up against a wall and look around it, etc…

    from: https://relay.sc/transcript/reverse-the-verse-episode-2-02-summary
    And

    Cover system
    Sliding into cover
    Hit/death reactions, crouch and prone movement all getting high fidelity

    from: https://relay.sc/article/blog-pax-east-event-cmdrcruisintom
    Radar registering “decibels” (audio information – santa monica engineering subsection):

    Last but not least we’ve added support for “decibels” as a new signature type. While on foot in Star Citizen your radar can display audio from the surrounding environment such as footsteps and weapons fire. These events are now properly hooked up into the signature system so that your footsteps and weapons fire creates “decibels” which are scanned for and displayed by the player radar. You’ll see this debuting with the FPS.

    from: https://robertsspaceindustries.com/comm-link/transmission/14758-Monthly-Report-May
    And

    For the FPS we’re thinking of adding- we’re working on adding a decibel signal as well for sound so if there are guys walking around a corridor or firing weapons they’ll be making sound – that will feed into the radar signal system which means we can use the same radar on a player as on a ship and it basically uses the same code under the hood.

    from: https://relay.sc/transcript/around-the-verse-3-9-uk
    “grenades” that provide sensor info:

    The LiDar grenade which acts as a continuous minimap scanner, and finally the Radar Scanner grenade which is similar to the LiDar grenade, except we believe it will give you a better grasp of a larger area for a short time.

    from: https://relay.sc/article/star-marine-byronyks-definitive-guide

    With item 2.0 they’ll be introducing the concept of stealth - being able to hide, go dark or go cold. Once these things come online they’ll be updating the player radar, which also works based on noise (decibel levels).

    From: 0.jpg


    cheers!
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