Difference between revisions of "Category:Detection"

65 bytes added ,  17:40, 11 July 2011
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imported>JRoush
(Minor corrections to the formula and notes on special player treatement)
imported>JRoush
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Quite a few variables go into calculating detection levels.  They fall into three basic categories: Sight, Sound, and Sneak Skill.  Sight describes how well the detector can see the target, and only matter if the detector actually has a direct line-of-sight.  Sound measures how much noise the target is making from movement and from being in combat.  Skill measures the sneak skills of the detector  and the target.  In all three categories the distance from the detector to target plays a very important role.  
Quite a few variables go into calculating detection levels.  They fall into three basic categories: Sight, Sound, and Sneak Skill.  Sight describes how well the detector can see the target, and only matter if the detector actually has a direct line-of-sight.  Sound measures how much noise the target is making from movement and from being in combat.  Skill measures the sneak skills of the detector  and the target.  In all three categories the distance from the detector to target plays a very important role.  


Some of the conditions in the formula are a little different for the player than for NPCs and creaturesSpecifically, for the purposes of detection the player is never "in combat".
Some of the conditions in the formula are still under investigationIn particular, the detection does not always correctly recognize when the target is in combat.  Whether this is specific to the player or due to some other bug is not yet known.
   
   
The complete formula for Detection Level is given below.  Because the formula is so complicated, it is broken into smaller pieces and organized in a table.  Conditional terms are enclosed in square brackets, e.g. "[ + 400, if target is yellow]" means "add 400 if the target is yellow, otherwise ignore this term".
The complete formula for Detection Level is given below.  Because the formula is so complicated, it is broken into smaller pieces and organized in a table.  Conditional terms are enclosed in square brackets, e.g. "[ + 400, if target is yellow]" means "add 400 if the target is yellow, otherwise ignore this term".
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