JackMayol wrote:
RWR is NOT a stealth game but does it fairly well nonetheless, imo.
Yeah, it's not, esp since the singleplayer can't turn the tide of battle by stealth-killing enough against the endless spawn. But yes, I do think stealth mechanics is
provided for. Not a main course, but pretty good effort to include it.
JackMayol wrote:
As for vanilla, if you mess up a stealth attempt by being detected, just get in cover for a while (a couple of seconds) and the AI will be "resetted" to non-alerted.
You mean the singleplayer has to do these?:
- Run quickly away from where he/she was spotted,
- And also away from every cover near where spotted (because the AI will come searching)
- Find a cover (actual cover object that prompts the "get behind cover" mode)
JackMayol wrote:
In most situations you can pick up the AI one by one without being detected.
Believe me, I really tried this, recorded the playthrough and played it back real slow. Shooting at any AI while undetected will cause the AI to instantly know where I am (the 360-degree sight when alerted). I'm not sure how much play-testing was done on stealth. I certainly know that I had quite a ball of a time taking apart RWR in terms of stealth mechanics, even to the point where I have a pretty full documentation on AI behaviors and triggers (hence my MvW guide here).
JackMayol wrote:
If the base has a radar tower, it's of course another situation and should be much harder to have a successful stealth mission.
I didn't know that! So the radar tower gives 360-degree sight at all times?
JackMayol wrote:
PS: Funny to call RWR a MOBA btw, first time I've ever heard this
The soldiers spawn endlessly, and move along fixed paths. MOBA.
I must say RWR is still an incredible spectacle, giving the impression that the singleplayer is part of a massive battle. However, when deviating from the MOBA fixed paths, the singleplayer quickly finds that there is no way to make any adequate impact in a 1-vs-3 (100% vs 300% capacity spawn) scenario.
A 1-vs-1 scenario can easily be won by using the
cover fire mechanic to help your allies move
up to cover. Wait, that also means RWR
does have impactful stealth options if 1-vs-1 is set as the norm. Well, then removing the capacity spawn sliders would prevent the game from
falling short of expectation when players decide to play RWR as a true open-world 1-vs-10 game.