Original Post
Another long post, but since a few people have asked, I decided to post this for critique. Comment on however much you can stand to read. :) For those who don't know the sci-fi RPG I'm working on has character, vehicle and ship interaction, mainly through combat, stealth and trade. Since the game is open ended, it's a bit less forgiving about stealth than your normal level-based game because failure is not game over and you can always come back better prepared. This means that triggering alarms can trigger waves of guards who thoroughly search the area, rather than constantly standing down as they would in Thief or System Shock 2. Since it's an indie game, I'm going with a stat heavy but interface light approach. You get lots of stats under the hood, but a quick interface to sum them up. Those players that want to stat monger can call up details, but those who don't can simply look at two bars. The ton of stats are included in order to make a wide variety of items that interact with each other in interesting ways. Basics No matter if you're playing a human or alien or flying or driving, you use the same rules. You have a Perception meter and a Stealth meter. Each represents the average of all your detection and stealth stats. Each has connected to it a thinner bar with a word in it. Under Perception, this bar shows whatever search mode you're in (more below). Under Stealth, this thin bar shows your worst stealth stat, and changes based on what you detect your enemy to be searching with (this requires an observation test). Stealth Mode When you go into stealth mode, the two parts of your stealth bar go more translucent the more likely you are to be detected. Both can be different levels. Once in stealth mode, you can commit crimes like picking up things that don't belong to you. Search Mode When you go into Search Mode, you switch from using your general Perception stat to the specific one you've toggled. Since this is 3rd person / iso, you then get 3 Search Markers around your character/vehicle/ship representing the 3 closest signals or 3 signals you've locked onto. The wider the arrows, the more uncertain the direction (the worst being a full circle, all 3 in concentric rings around you). The more translucent the marker, the farther the signal. Signals also show up on the minimap if you have one. Detection Arc Detection arcs range from 1 to 360 degrees. Humans get a cone of about 45', but helmets and gear can modify it. Being struck in a blindspot negates defenses, btw. Stats For Stealth
- Spectrum (has a <--Spectrum Graphic-->) - How visible you are, represented by a graph with spikes. The more visible you are in any part of the spectrum, the higher the spikes.
- Camoflague - How close you match the pattern of the surrounding area in shape, size and movement.
- Reflection - How much you reflect directed energy waves / beams like radar, lidar or motion tracking.
- Vibration - Sound you make by moving over surfaces, opening doors or using mechanical equipment. If atmosphere is present, this carries in the form of noise.
- Psion - Emissions produced by strong emotions and thought in general.
- Chem - Emissions produced by smells, pheremones or chemical gas.
- Mass - Gravity waves made by an object's mass. Massive objects "drown out" less massive ones, making it difficult to use near gravity wells but excellent in deep space.
- Digital - Electrical, electronic or quantronic energy detectable in technological devices.
- Bio - Organized electrical or chemical energy patterns detectable in living organisms.
- Resonance - The specific molecular resonance of a substance or item, such as a weapon or nuclear material.
- Appearance - Chance that you'll be recognized by facial recognition cameras or local eyes.
- Mindprint - Your unique mental fingerprint. Must be taken with a psi-probe, and lasts for about 6 months. (Favorite tool of repressive governments built into public neural jack kiosks).
- DNA - Your unique biological fingerprint.
- Transponder - A unique transmitter embedded in expensive equipment like vehicles or starships.
- Tracks - Chance that you are leaving behind a trail (either in particles, blood or material)
- Visibility - Match the energy of the environment. Use shadows for light, stars and reactors for IR, planets and jovians for radio.
- Camoflague - Match the shape of the environment, using dense cover, holograms or disguises.
- Reflection - Use smart armor that not only absorbs but retransmits signals so there is no visible "hole" than can be triangulated. Or use energy intensive, short-term use phase technology, which makes you intangible.
- Vibration - Move more slowly to reduce noise, and wear stealth gear with vibration absorbing properties.
- Psion - Counter with meditation, psi dampeners or KOing NPCs.
- Chem - Counter with masking nanites or sealed clothing.
- Mass - Land on planets, or orbit closely to stars or dump inventory.
- Digital - Switch off equipment or buy dampened gear
- Bio - Hide in areas dense with life, like cities, forests or oceans.
- Resonance - Generally unbeatable but can be masked beneath layers of dense material like rock or lead, or in stealthed cargo pouches or holds. Detecting a specific item requires a deep, high intensity scan, with a longer scan revealing more detail over time.
- Appearance - Change with disguises like biomasks or identity suits (think Total Recall: "Two weeks... two... weeeeeeks!" :>)
- Mindprint - Unbeatable, but the subject must have been recently printed and the range is only a few kilometers.
- DNA - Use illegal nanotech to slightly alter the unused junk DNA in your strands
- Transponder - Hack it or take it to a pirate chop shop. If you shut it down, it will be suspicious.
- Tracks - You can perform a specific skill to misdirect or cover your tracks
- NPCs are at 1/2 Perception and wander around randomly, slowly, or not at all
- Weapons in use are light, on safety, and take time to charge / ready
- NPCs must go missing for more than 2-5 hours before NPCs search for them. After 2-5 more hours, NPCs upgrade to Alert
- If the player is sighted once or twice, NPCs upgrade to Active. After that, they upgrade to Alert
- If evidence is found (dead body, gunshot, explosion), NPCs upgrade to Alarmed
- Sensor sweeps are non-existant
- NPCs are at full Perception but wander on slow, light patrols
- Weapons are standard but not readied
- NPCs that go missing for more than a few hours trigger an upgrade to Alert
- If evidence is found (dead body, gunshot, explosion), NPCs upgrade to Alarmed
- Sensor sweeps are regular and predictable
- NPCs are at full Perception and wander frequent patrols, that scan the area randomly on one or two stats.
- Weapons are standard and readied / charged
- NPCs that go missing for more than about 10 - 20 minutes trigger an upgrade to Alarmed
- If evidence is found (dead body, gunshot, explosion), NPCs upgrade to Hunting
- Sensor sweeps are regular but occur in random locations.
- NPCs are at full Perception and wander frequent, heavy patrols that scan the area randomly on three or four stats.
- Weapons are standard and readied / charged
- NPCs that go missing for more than about 5 - 10 minutes trigger an upgrade to Hunting
- If evidence is found (dead body, gunshot, explosion), NPCs upgrade to Hunting
- Sensor sweeps are irregular and random.
- NPCs are at full Perception and wander frequent patrols, heavy patrols that scan the area randomly on as many stats as possible. Guards are posted at chokepoints and high value areas. Doors and equipment are under lockdown. NPCs mob on any point of action continuously until the threat is neutralized.
- Weapons are best and readied / charged
- NPCs that go missing trigger a call for reinforcements
- If evidence is found (dead body, gunshot, explosion), Elite NPCs use the evidence to track the player.
- Sensor sweeps are as constant as possible.