To me, current description looks outdated with old mechanics and feedback UI. Here's how I see the current implementation in v2.03 (I may be wrong, so please correct me):
- We can never see the detection/visibility radius on screen (ennemy or allies). I can only assume it has been done at some point to add some guesswork gameplay.
- Allies have a little circle around them which radius is globally fixed, thus unrelated to the detection/visibility radius of anyone.
- The little circle is initially empty. It starts to fill up yellow when entering an ennemy's detection radius in scouting mode, and continues to fill up at a rate inversely proportional (more or less) to the distance between the two protagonists. In other word, if the ally stands at the very edge of the ennemy's detection radius, the ally's circle will slowly fill up yellow. If the ally approaches, the circle fill rate increases. Nothing more happens at this point (ennemy don't react yet). This is just a warning to the player.
- When yellow is filled, the ennemy goes into investigation state and approaches the ally while its circle starts to fill red with the same rate rules. At this point, the ally is not visible yet (mechanically speaking, the scouting mode is not disclosed), but usually will be soon enough as the ennemy is approaching (unless the ally flees in time).
- If red is filled, ally is detected and combat starts.
- Of course, invisibility status completely cancels out the detection mechanic of the ennemy (though blinded status on the ennemy won't).
What I describe here looks a lot closer to what I experience with the game. Before rewritting the article, I'd like to discuss it to make sure I didn't miss something.Radamanthe512 (talk) 04:46, 10 August 2016 (UTC)
Since nobody took part on that discussion, I decided to completely (mostly) rewrite this page which was outdated for far too long IMHO.Radamanthe512 (talk) 04:46, 10 August 2016 (UTC)