Kickstarter update #3: Changes in laser behavior to increase patrolling and decrease camping by Mercs
We're always looking for small changes to make the core gameplay of Project Stealth better. For Spies, we want to stimulate non-lethal options when they haven't been detected yet. Also we want to give them better ways to handle Mercenaries who are feeling "too safe". This can happen when a Mercenary has positioned himself in a way where he is hard to take out by an Adhesive Camera and when he is hard to grab without being alerted (by standing in a corner near a door that is protected by a laser grid).
To counter camping Mercenaries who are sniping, we've come up with the following idea: lasers turn off when a Mercenary is in close proximity. This means a Mercenary who is sniping, and thus has a part of this vision blocked by the scope, will not be safe anymore. An example (please excuse the poor Paint skills):
The blue dot is the Spy. The red laser on the left makes it impossible to get to the Merc's back without alerting him. However, in the new situation, the laser has turned off, so the Spy is able to get to the Merc's back.
Of course, Spies can also choose to sneak past lasers by just following a Mercenary at close range. This can lead to more successful neckgrabs and better diversions. This should give stealthy Spies a more rewarding experience.
The following video shows the raw concept of it in a pre-alpha state in Unreal Engine 4. It doesn't include the sniping of the Mercenary yet. We hope you like this simple but effective idea. Please comment with your thoughts!
Frank and the PS Team