Stealth is made of several mechanics that the allow players to hide or sneak up on opposing players. These mechanics were funded by the Stealth Unchained Stretch Goal. The primary trios that utilize these mechanics are the . All classes can make use of some of these mechanics, but the Archers, Scouts and Stealthers specialize in using them. Though stealth and trios that heavily utilize it might or might not be usable immediately at launch, depending on circumstances, anyway they will be in the game as soon as possible.
Some of the main goals for the design of the stealth system were to ensure that it was fun, not overpowered, wouldn’t promote or encourage Stealther gank groups, did not have stunlocking, no easy on/easy off stealth, and no unlimited stealth + strong opener + vanish. Another very important was that stealth and stealth classes work well within the entirety of the RvR framework, and not simply be something that be narrowly designed for solo or small group encounters only.
Concept and Philosophy
The design goals for this Stretch Goal can be summarized below:
- Goal #1 – Design a fun, interesting stealth mechanic, and classes that are not seen as “Easy Mode” by non-stealthers.
- Goal #2 - Do not design a class that is centered around a strong opener, stun, and vanish with long/unlimited stealth, nor a class that can hide, one-shot, vanish again.
- Goal #3 – Design a class that has the ability to be very active and sought-after, either in RvR groups or as roamers.
- Goal #4 – Design a class that some non-traditional Stealthers want to play.
- Goal #5 – Design a class that requires skill to play well, and not just unlimited patience.
- Goal #6 – Design a system where a gank group of Stealthers is not possible.
- Goal #7 – Design a system that doesn’t affect the launch date of the game.
Camouflage is useable by all classes.
Archer classes get “magically enhanced” camouflage. Camouflage effectiveness is determined by the garb and environment. Camouflage works by drastically increasing your concealment stat while in use.
Concealment prevents you from being detected and is different the Stealth. Whether or not you will be seen is based off an unknown formula that pits the users concealment value against the enemies detection rating.
Scouts enjoy a large boost to their concealment stat while in their scouting form with no duration to limit the effect, although the effectiveness may be diminished based on time of day.
Veilwalking is distinct from camouflage and concealment. Veilwalking is the Camelot Unchained term that best translates to traditional MMO "stealth", and is the primary mechanism for the Stealther trio. It involves the practitioner going into the Veil, and it is their presence in the Veil which provides these classes their stealth status. All in attempt to gain surprise, and/or build up resources in order to gain an advantage versus an opponent.
- Veilwalking duration is not permanent, but instead lasts a “long” time (further specifics have not been given as of yet).
- Stealthers will be able to see other stealth classes while within the veil (the distances are unknown).
- Stealthers will be able to see other player characters outside the veil. (the distances are unknown).
- Stealthers will be immune to abilities from characters outside the veil unless they are specifically intended to target those within.
The longer the stealth classes remain within the Veil, the more damage they take when they emerge from the Veil. Estimates of damage are unknown. This is considered to be a balancing factor that allows CSE to give stealthers “strong openers”, and not force the stealthers to stand still to recover as was originally planned while unstealthing. This mechanic may or may not prove necessary and may not be kept (needs citation).
The more Stealthers within an area, the more Veil disturbance is created. Veil disturbance increases the damage taken while within the veil, and makes those inside easier to detect by creating more “noise” vs. the Detection statfromn their opponents. This noise is partially countered when many players help create background noise. This background noise will act as a mask to reduce the ease at which Stealthers are detected around larger fights. The results should be:
- 1 Stealther vs a single target : the Stealthers has normal stealth effectiveness.
- Multiple Stealthers vs fewer targets: the Stealthers have reduced stealth effectiveness.
- Multiple Stealthers in an area where multiple people are fighting: the Stealthers has normal stealth effectiveness.