Difference between revisions of "Category:Detection"
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Detection is a complicated process involving many variables. The factors break down into three categories: skill, light, sound. These three factors are added together. An initial penalty of -25 is applied. If the result is above zero, the actor is detected. | Detection is a complicated process involving many variables. The factors break down into three categories: skill, light, sound. These three factors are added together. An [[FSneakBaseValue|initial penalty of -25]] is applied. If the result is [[FSneakSeenMin|above zero]], the actor is detected. | ||
All three are subject to distance attenuation. The further away, the less effect they have. Indoors, the maximum distance is 1500 units. Outdoors the maximum is 3000 units. | All three are subject to distance attenuation. The further away, the less effect they have. Indoors, the maximum distance is [[FSneakMaxDistance|1500 units]]. Outdoors the maximum is [[FSneakExteriorDistanceMult|3000 units]]. | ||
At the moment an actor initiates combat, a one time bonus of +100 is added, making it a virtual certainty that for a moment the actor will detect his assailant. In that moment, the actor can decide to enter combat or not. | At the moment an actor initiates combat, a [[FSneakTargetAttackBonus|one time bonus of +100]] is added, making it a virtual certainty that for a moment the actor will detect his assailant. In that moment, the actor can decide to enter combat or not. | ||
Once detected, the actor has to get his detection value below a negative threshold for the other actor to lose him. [[FSneakLostMin|By default this is -20]]. If the actor is in combat with the target, a [[IAICombatMinDetection|lower threshold of -50]] has to be reached to lose him. | |||
*'''Skill:''' The difference between the actor's sneak skills. It is modified by the distance between actors. | *'''Skill:''' The difference between the actor's sneak skills. It is modified by the distance between actors. |