9 years ago
Stealth rework idea - for the ewoks!
Stealth is kind of a cool mechanic, but has some issues as currently implemented. Here are some thoughts on how to make stealth great (again?). Without building a wall.
The main problem is that when all team members are stealthed, the opponent gets to simply ignore stealth and target whoever they want. Getting everyone stealthed should give a reward, not an effective penalty of essentially treating the situation as though nobody were stealthed. It would make more sense if they had no choice of target, and simply fired blindly, with some random chance to hit any given target and some chance to hit nothing but air.
If not all characters are stealthed, opponents should have the option to target an unstealthed character, or shoot blindly into space as above, in the attempt to hit a stealthed character.
Also, if the final character on a team is stealthed, there should be a higher chance to miss given that there is no clear location for the opponent.
For the mathematically minded out there, this could be something like:
Chance of hitting = 1/n+1 where n is the number of living toons on the stealth team. Thus for a fully stealthed team, chance to hit would be about 17% for any random character with the same chance to miss entirely. For the last character standing, if stealthed, that would give a 50% chance to hit.
For those that will inevitably cry that this is overpowered, I would remind you that there are not many characters that would be effected, plus this effect can be dispelled, so there are already counters to it. In theory it would be similar to the dodge teams, but can be dispelled. It would be mainly ewoks that benefit and they aren't exactly overpowered. In fleet battles, it would mainly effect Maul, but not very much.
Anyway, those are my thoughts. Thanks for reading. Especially if you are a dev. B)
The main problem is that when all team members are stealthed, the opponent gets to simply ignore stealth and target whoever they want. Getting everyone stealthed should give a reward, not an effective penalty of essentially treating the situation as though nobody were stealthed. It would make more sense if they had no choice of target, and simply fired blindly, with some random chance to hit any given target and some chance to hit nothing but air.
If not all characters are stealthed, opponents should have the option to target an unstealthed character, or shoot blindly into space as above, in the attempt to hit a stealthed character.
Also, if the final character on a team is stealthed, there should be a higher chance to miss given that there is no clear location for the opponent.
For the mathematically minded out there, this could be something like:
Chance of hitting = 1/n+1 where n is the number of living toons on the stealth team. Thus for a fully stealthed team, chance to hit would be about 17% for any random character with the same chance to miss entirely. For the last character standing, if stealthed, that would give a 50% chance to hit.
For those that will inevitably cry that this is overpowered, I would remind you that there are not many characters that would be effected, plus this effect can be dispelled, so there are already counters to it. In theory it would be similar to the dodge teams, but can be dispelled. It would be mainly ewoks that benefit and they aren't exactly overpowered. In fleet battles, it would mainly effect Maul, but not very much.
Anyway, those are my thoughts. Thanks for reading. Especially if you are a dev. B)