I've discussed an idea lately with a few people regarding regarding scout hide. What if instead of making hide like the TF2 Spy cloak, it just (temporarily) prevents you from being targeted by MG turrets or auto spotted? Many agree that hide in its current form is terrible and just promotes camping. The few times I use it my self is just to get past turret farms on chokepoint maps. I've also heard complaint from people that said that a TF2 style cloaking mechanic wouldn't fit Empires. If you have any ideas, post below.
Would it be too OP if it was permanent? I like the idea itself, but I'm not sure about the value of it when compared to other skills.
Make it an inherent scout skill but reduce it's maximum intensity (still somewhat visible in obscure corners). Change the skill to give the effect at all times (except perhaps while sprinting). Alternatively, the skill gives the effect while running along a wall, or retains the effect for 10-15 seconds after having activated hide by crouching. Generally bring it closer to the concept of the scout hide squad skill.
I've always felt that electronic hide (i.e. turret targeting/radar stealth) should be a separate skill from visual hide in the game. It just makes more sense to have hide be a sort of camouflage designed to evade organics, while having a more electronic countermeasure that would let you evade turrets, while possibly rolling in the vehicle radar stealth skill with it. If you're going to stick with assault as a theme, rather than scouting, a neat and cool way to have a cloak work would be if it activated while sprinting. That way you could sprint from cover to cover without being detected, surprising and ambushing your foes, or alternatively disabling their defences while unseen. Static hide doesn't have a lot of place in Empires, really. It's already pretty easy to hide on large maps, and if you have line of sight you probably should be detected. However, if you actually implemented a stealth-sprint system, you could preserve the feature of being able to sprint while prone, while decreasing the stamina drain. So you could have scouts still able to sprint about 10m or so to get to cover. Just my 2 cents. Or tuppence as we used to say here :p
Really, im not a fan of anti-player cloaking deals. Imo empires doesnt lend itself very well to that with its high damage gameplay either. Anti-emplacement though i can get behind. Id much rather see radar stealth and hide be merged into a single thing. I dont think having 100% evasion is great either, but something like it scrambling the camera diamonds so that they dont show the exact placement, mgs reacting much slower to them and having lower range against scouts in general.
i remember a suggestion ive read almost 2 years ago that i liked a lot Basically hide would be tied to the speed you are going not moving - > no hide, normal walking or slower - > turrets need you to be double as close before they fire, you become 50% translucent running w stamina- > turrets dont target you, 75% translucent It would help make scouts be more front line and into the fight.
Surely you mean you're hidden as normal, which is perhaps 70% translucent? I also like that suggestion, as it means you can be somewhat hidden while walking or running. I think prone should still make turrets ignore you completely though, so that you can sneak through a turretfarm.
No, he means no hide effect while stationary, some hide effect while moving, and full hide effect while sprinting, which I think is an awesome idea. Scouts take on turret farms by sprinting from one safe spot to another instead of just crawling around.
The idea behind the TF2 style cloaking (which is only similar to TF2 in the looks and that you get a limited time of cloaking) was that the Scout should not be a camper, but someone at the front of the battle, using Hide to flank enemy units and surprise them. It also allows you to bypass some defenses, but with the current range of turrets, it won't save you if you have to cross large open areas. I wanted to have the skill make the Scout far more focused on close quarters combat.
Yeah, I really do like the idea of tf2 style hide. Playing aggressive spy is tons of fun. What blizzerd suggested sounds pretty good too though, I'm not sure about simply walking around is 50% translucent, that's basically a permanent squad hide. Possibly combine with what varbles said and you get the 50% or whatever when walking along a wall? So basically just a small change to blizzerd's suggestion. I'd like either one to be implemented honestly.
This really sounds like just exchanging one bad playstyle for another. Campers that just sit on hills 24/7 for meele upg yoloers.
Scouts still drain stamina if they have hide skill? Or under charge effect hide doesn't work? Honestly didn't think about that, it would be broken, but there's ways around that I would think.
I dont think it would be a huge problem. I think the idea is good enough to try and get around this somehow. Either some of the 2 things you said or find another solution.