Difference between revisions of "Category:Detection"
Complete re-write (with apologies to former editors)
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Detection is a | Detection is Oblivion's stealth mechanic. The concept isn't complicated: every actor has a degree of awareness of every other nearby actor, called a ''detection level''. If this detection level is above a certain threshold then the searching actor (the "detector") is fully aware of the hiding actor (the "target"). The detector can then attack, offer a greeting, report the target's crimes, etc. If the detection level falls below the threshold again, the detector "loses" the target and can no longer interact with it. | ||
Quite a few factors go into calculating detection levels. They fall into three basic categories: Sight, Sound, and Sneak Skill. Sight factors basically describe how well the detector can see the target, and only matter if the detector actually has a direct line-of-sight. Sound factors measure how much noise the target is making, from movement and from being in combat. Skill factors measure the ''relative'' sneak skill of the two actors. In all three cases, the distance from the detector to target plays a very important role. Whether or not the target has attacked the detector can make an enormous difference as well. | |||
The complete list of factors and their values is below. Note that each factor is given a 'shorthand' name for reference other formulas. Also note that many of the factors are conditional - they take a "default" value some times and a more complicated value at others. Some formulas even have conditional parts - an extra multiplier or additive bonus that is used only under certain circumstances. These conditions are given as clearly as possible in the formulas; just be sure to read them carefully. | |||
{|border="1" cellpadding="5" cellspacing="0" | |||
|- | |||
*" | ! style="background:#efefef;" | <center> Distance </center> | ||
! style="background:#efefef;" | <center> Shorthand </center> | |||
**" | ! style="background:#efefef;" | <center> Value </center> | ||
|- | |||
| <center> Max Detection Distance </center> | |||
| <center> maxDist </center> | |||
| [[fSneakMaxDistance]] * ([[fSneakExteriorDistanceMult]], for exterior cells) | |||
|- | |||
| <center> Distance Factor </center> | |||
| <center> distMult </center> | |||
| 1 - (distance between detector and target) / maxDist | |||
|- | |||
! style="background:#efefef;" | <center> Sound </center> | |||
! style="background:#efefef;" | <center> Shorthand </center> | |||
! style="background:#efefef;" | <center> Value </center> | |||
|- | |||
| <center> Line-of-Sight Sound Factor </center> | |||
| <center> losSound </center> | |||
| [[fSneakSoundLosMult]] if detector has line of sight to target | |||
1.0 otherwise | |||
|- | |||
| <center> Swimming Sound Factor </center> | |||
| <center> swimSound </center> | |||
| 0.0 if target is under water | |||
1.0 otherwise | |||
|- | |||
| <center> Running Factor </center> | |||
| <center> running </center> | |||
| [[fSneakRunningMult]] if target is running | |||
1.0 otherwise | |||
|- | |||
| <center> Movement Bonus </center> | |||
| <center> moving </center> | |||
| | |||
[[fSneakBootWeightBase]] + [[fSneakBootWeightMult]] * (target boot weight) if target is moving | |||
0.0 if target is stationary | |||
|- | |||
| <center> In-Combat Bonus </center> | |||
| <center> combat </center> | |||
| [[fSneakTargetInCombatBonus]] if target is in combat | |||
0.0 otherwise | |||
|- | |||
| <center> '''Overall Sound Bonus''' </center> | |||
| | |||
| [[fSneakSoundsMult]] * distMult * losSound * swimSound * (running * moving + combat) | |||
|- | |||
! style="background:#efefef;" | <center> Sight </center> | |||
! style="background:#efefef;" | <center> Shorthand </center> | |||
! style="background:#efefef;" | <center> Value </center> | |||
|- | |||
| <center> Line-of-Sight Factor </center> | |||
| <center> losSight </center> | |||
| 1.0 if detector has line of sight to target | |||
0.0 otherwise | |||
|- | |||
| <center> Swimming Sight Factor </center> | |||
| <center> swimSight </center> | |||
| [[fSneakSwimmingLightMult]] if target is under water | |||
1.0 otherwise | |||
|- | |||
| <center> Light Factor </center> | |||
| <center> light </center> | |||
| [[fDetectionSneakLightMod]] + (light level on target) * ([[fDetectionNightEyeBonus]], if detector has Night Eye) | |||
Light Factor is capped at 100 | |||
|- | |||
| <center> Invisiblity Factor </center> | |||
| <center> invis </center> | |||
| 0.0 if target has Invisibility | |||
1.0 - (target's Chameleon level, max 100) / 100.0, otherwise | |||
|- | |||
| <center> Blindness Factor </center> | |||
| <center> blind </center> | |||
| 1.0 - (detector's Blindness level, from "Blindness" stat) / 100.0 | |||
|- | |||
| <center> '''Overall Sight Bonus''' </center> | |||
| | |||
| [[fSneakSleepBonus]] if detector is sleeping | |||
[[fSneakLightMult]] * distMult * losSight * swimSight * light * invis * blind, otherwise | |||
|- | |||
! style="background:#efefef;" | <center> Skill </center> | |||
! style="background:#efefef;" | <center> Shorthand </center> | |||
! style="background:#efefef;" | <center> Value </center> | |||
|- | |||
| <center> '''Overall Skill Bonus''' </center> | |||
| | |||
| [[fSneakSkillMult]] * [(detector's Sneak skill) * distMult - (target's Sneak skill, if target is sneaking)] | |||
|- | |||
! style="background:#efefef;" | <center> Detection Level </center> | |||
! style="background:#efefef;" | <center> Shorthand </center> | |||
! style="background:#efefef;" | <center> Value </center> | |||
|- | |||
| <center> '''Overall Detection Level''' </center> | |||
| | |||
| | |||
-100.0 if invis >= 100.0 (i.e. target has Invisibility or 100% Chameleon) | |||
0.0 if target didn't attack detector -AND- (distance between target and detector) > maxDist | |||
[[fSneakBaseValue]] + ([[fSneakTargetAttackBonus]], if target attacked detector) + '''Overall Sound Bonus''' + '''Overall Sight Bonus''' + '''Overall Skill Bonus''', otherwise | |||
|- | |||
|} | |||
If the '''Overall Detection Level''' is greater than a certain threshold, the detector can becomes aware of the target. The thresholds are: | |||
{|border="1" cellpadding="5" cellspacing="0" | |||
|- | |||
! style="background:#efefef;" | <center> Threshold </center> | |||
! style="background:#efefef;" | <center> Used By </center> | |||
|- | |||
| [[fSneakUnseenMin]] | |||
| all actors that are unaware of target | |||
all non-hostile actors | |||
|- | |||
| [[fSneakLostMin]] | |||
| hostile actors that are searching for target | |||
|- | |||
| [[iAICombatMinDetection]] | |||
| hostile actors that are in combat with target | |||
|- | |||
|} | |||
A final note: The target-is-in-combat bonus is fairly significant. Combined with the much lower combat threshold, this can make it ''very'' difficult for an actor to return to hiding once a hostile actor has seen them. | |||