Is Odyssey missing a stealth mechanic?

Perhaps wait until later in the alpha or possibly even launch before lambasting it for a missing feature, or is that too radical a thought?
 
Just pop a heatsink so the six legged bugs can target you with their caustic rifles and use silent running when raiding human bases.

That's the spaceship game. We need to do stealth takedowns with an expansive array of kill animations that involve the local terrain to be convincing. Eg, if you're crouching behind one of those barricades you should be able to press square or r1 and pull the guard over and hes automagically dead. Hang on what did i just say? I mean press 'e'.
 
I think thats it. It needs a stealth mechanic to be complete.

They've mentioned a fair few stealth related things to date:

Q&A 17/12/20

  • You can scan NPCs to clone their ID and gain their security clearance. You will have to do this without them noticing.
  • You can hack consoles with a device if you don't have clearance to use it.
  • Consoles can reveal assassination targets on the settlement roster and highlight them on your HUD.
  • You can use the arc cutter tool to access secure areas.
  • NPCs will look for illegal actions like this, and the results of illegal actions. (Cut panels etc).

Q&A 04/03/21

  • Scans by security can pick up criminal records, cloned IDs, illicit or stolen goods.
  • You will be told to 'get out' of prohibited areas at first
  • Settlements don't have a 'hive mind'. It takes a while for criminal acts to be communicated to the whole settlement.
  • Pointing weapons at NPCs will upset them
  • There is a consumable item that can override authority access. It's expensive.
  • Specific consoles can turn off alarms and security defences.
  • There are patrol routes.
  • You can apply stealth mods to suits and weapons, IE silencers etc.
  • There are related missions like sabotage, and ones with 'don't kill anyone' and 'don't get caught' requirements.

So it's obviously a focus.

Not entirely convinced by the way it played out in the example mission, but should be fun to mess around with in the alpha :)
 
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I think thats it. It needs a stealth mechanic to be complete.

These really took shape with the thief games, and thinking about recent action games i've played, they're a mandatory option. Horizon Zero dawn, Uncharted etc. Do modern fps use silencer loadouts for this?

To stand among modern games, i think an optional melle stealth mechanic is needed. We're going to need that combat knife. The pacing of the gameplay from the recent demo seems to provide a good opportunity. There should also be a gear upgrade path to lower stealth detection.

ps. the ai player detection didn't look like it was working at all, only after the alarms triggered. What happens in every other game is at a longer range the npcs get curious, and if you get close enough in the field of vision, or without crouching to lower the range etc they'll aggro.
They were friendly to the faction, all the creeping about at the start was unnecessary. If they had been unfriendly, they wouldnt have had landing permission and would have been shot on sight.

There is stealth apparently, silencers etc.
 
Not entirely convinced by the way it played out in the example mission, but should be fun to mess around with in the alpha :)

Yeah after posting this remembered they had mentioned a thing or two about it. Though as you say it was probably what they included in the demo that made me think it wasn't there yet. The first two guards on patrol would have more likely been taken out by stealth kills if it was ready to be shown. Just avoiding patrols as they did isn't exactly stealth.

Guess we'll have to wait until the alpha.
 
Yes let's introduce all the horribly unbalanced mechanics of FPS PVP games into our spaceship game.

Sniper: Dying to a camper two miles away you can't even see or possibly counter.
Stealth Rogues: Dying to an invisible guy you can't see with "balanced" one-hit kill melee ranged weapons.
 
Yes let's introduce all the horribly unbalanced mechanics of FPS PVP games into our spaceship game.

Sniper: Dying to a camper two miles away you can't even see or possibly counter.
Stealth Rogues: Dying to an invisible guy you can't see with "balanced" one-hit kill melee ranged weapons.

When i was a teen, i used to taunt / teabag people if i got them with the gauntlet. Har har, yeah har har.

Though was more was thinking about the modern single player techniques. They're quite fun to mix it up. Going in guns blazing is boring after the millionth time.
 
That's the spaceship game. We need to do stealth takedowns with an expansive array of kill animations that involve the local terrain to be convincing. Eg, if you're crouching behind one of those barricades you should be able to press square or r1 and pull the guard over and hes automagically dead. Hang on what did i just say? I mean press 'e'.
To unlock those types of abilities, you need need to visit an ex-agent that is now an engineer called Sam Fisher.
 
The AI is the player's stealth.



What about armed strangers disembarking from a Crusader right outside the gate of a Munitions Stockade and strolling right in. Will that cause suspicion?

Not necessarily. The owner of the Munitions Stockade could also make use of Private Military Contractors. Some "armed strangers disembarking from a Crusader" could be some of their own PMCs returning from a mission or answering a summons.
 
I hope you are wrong, but I think you might be right.

I would love to see some really good stealth mechanics, something akin to an early Metal Gear Solid or such. Creeping, crawling, sneaking, coming up behind foes and taking them out. Diversionary tactics (like "throwing stones" or more fitting, using a Holo projector.)

I am glad to see they did at least put in certain bonuses like "kill no one" and "dont get spotted" as bonus conditions though, and that's a great touch. We will have to see when the Alpha hits what "goodies" we will have at our disposal for tactical stealth operations.
 
I hope you are wrong, but I think you might be right.

I would love to see some really good stealth mechanics, something akin to an early Metal Gear Solid or such. Creeping, crawling, sneaking, coming up behind foes and taking them out. Diversionary tactics (like "throwing stones" or more fitting, using a Holo projector.)

I am glad to see they did at least put in certain bonuses like "kill no one" and "dont get spotted" as bonus conditions though, and that's a great touch. We will have to see when the Alpha hits what "goodies" we will have at our disposal for tactical stealth operations.

Yeah i forgot about the throwing stones and bottles as distractions. That will need ai support as well.
 
As long as we aren't talking about some hud dial that magically gauges the perceptions of everyone within a radius I'm all for some good stealth mechanics. I think there is a really good opportunity to integrate legs FPS with the rest of the game using rare goods as well. Pick up some Chameleon Cloth, Geawen Dance Dust and HIP 118311 Swarm then head to your target. Give the Chameleon Cloth time to adapt to the environment while sneaking up to a building. Release the Dance Dust into an air duct then sneak past the guards as they dance their shift away.

Want to play dirtier, just release a HIP 118311 swarm and guide it from a distance as it obliterates the outside guards. Get into the base and notice a nice pair of Holva Dueling Blades hanging on an office wall, grab them and finish off the survivors trying to make sense of the swarm mayhem.

There are so many aspects of the game that have just been flavor until now, and this is a great opportunity to bring it all to life.
 
Borrowing from CP2077, the ability to hack seems a good option here. Your own suit will have some computing ability, if only for communication. The ability to hack an NPCs suit would be pretty cool. Turn their oxygen off, interrupt their communications, send fake communications.
 
TACTICAL HELMET CROWS CONFIRMED
I had a long think about your relentless pursuit to have crows in the game, despite all the DMs I got about you, despite you appearing to be wrong on just about 99% of everything else you say on here, I think you're right about the crows. This game will end up a shallow farce if we do not get crows. I support you in this vital addition to the game.
 
I had a long think about your relentless pursuit to have crows in the game, despite all the DMs I got about you, despite you appearing to be wrong on just about 99% of everything else you say on here, I think you're right about the crows. This game will end up a shallow farce if we do not get crows. I support you in this vital addition to the game.

Does this mean you're cool with the chickens, too?
 
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