game:items:stealth_armor
Differences
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game:items:stealth_armor [2015/05/04 04:48] – changed maxtrix to matrix arkheias | game:items:stealth_armor [2015/05/04 15:59] (current) – Added stealth mechanics as speculated in forums arkheias | ||
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^ Adjusted Hp (%) | 615 | 615 | 65 | 65 | 0 | 0 | 0 | 0 | 0 | 0 | -20 | -20 | -50 | -50 | -65 | -65 | | ^ Adjusted Hp (%) | 615 | 615 | 65 | 65 | 0 | 0 | 0 | 0 | 0 | 0 | -20 | -20 | -50 | -50 | -65 | -65 | | ||
+ | ---- | ||
+ | =====Stealth Mechanics===== | ||
+ | |||
+ | From [[http:// | ||
+ | |||
+ | Each ship has perception defined in its AISettings. Standard playerships have 4. | ||
+ | |||
+ | Armor segments (seem to) have a default stealth value of 4, unless overriden. For example, stealth armor has 6. | ||
+ | |||
+ | Ships have stealth value equal to the armor segment with the least stealth value. For example, a ship with three segments of stealth armor and one segment of blast plate has a stealth value of 4, not 6. | ||
+ | |||
+ | Ships in nebula have a +2 bonus to stealth and a -4 malus to their perception. | ||
+ | |||
+ | When a source ship's perception and its target ship's stealth match, the source can see the target up to range 100 away. | ||
+ | |||
+ | When the difference betweeen (source' | ||
+ | |||
+ | When target exceeds detection range, it will disappear from LRS and cannot be targeted (even if mostly visible onscreen). If range is close enough to be visible on your screen, the target may flicker if it is only a short distance past detection range. Further away, the target is almost completely invisible. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | difference = perception - stealth | ||
+ | |||
+ | ^ difference | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ | ||
+ | ^ 0 | ||
+ | ^ 1 | ||
+ | ^ 2 | ||
+ | ^ 3 | ||
+ | ^ 4+ | |
game/items/stealth_armor.1430714935.txt.gz · Last modified: 2015/05/04 04:48 by arkheias