Poll: do stealth games need more kills?

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Ocelot GT

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Unless you leap out from behind a barrel with an RPG and shoot at a fuel tank... I can't see how. And that wouldn't be stealth really.
 

Mythbhavd

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The problem is that the more bodies left behind, the harder it is to be stealthy. Sooner or later, someone is going to wonder what's going on.
 

Gethsemani_v1legacy

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Wasn't this pretty much what happened in Metal Gear Solid 4? In 1 and 2 you were lucky to survive a firefight with four or more enemies. In 3 you could suddenly stand a chance in a stand up fire fight if you used your wits. In 4... Well, why even sneak? Just find a good defensive spot, get attention and slaughter your way through those PMCs. For kicks, you could see how many you could stealth kill before getting detected and one-man armying the rest.
 

latenightapplepie

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Your idea holds more promise as a short blood-pumping individual section of a larger stealth game. Perhaps you failed at being stealthy and you tripped an alarm, or maybe the game puts you on rails for a little while and you have to be discovered by your enemies. Of course it would have to be a very difficult section requiring preparation/luck/skill, otherwise you would begin to wonder why your character had to be stealthy the rest of the time.

However: my response to the question in the thread's titles is no. Not necessarily. If you're allowed to kill in stealth games there should be penalties for it. And not the abstract kind like getting a lower mark for the level, that's just silly. I'm not quite sure what kind would be better, but getting a 'B' instead of an 'A' at the end of the level is just odd and unsatisfying.
 

BENZOOKA

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Oct 26, 2009
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That's not stealth, but otherwise it's a pretty good idea.

I'd like the stealth games to be such that you have to make your own plan after you've been informed about the environment and rough amount of enemies and such. The plan could be a bit loose though and you could figure most of it out as you sneak around.

All out raging attack would be impossible: You'd either get killed soon because of the skilled enemy or if you'd manage to pull it off, then the mission would be a failure. Killing enemies, in general, should be a kind of last resort option in most missions.

The missions should have a lot of variables (for replay value and reducing the possibility to go through the mission by just trial and error trying what works and what not) like:
Enemy positions would change, amount of enemies could vary a bit and there could be different complications because of your mistakes; the diamonds you are supposed to get have been moved or the hit target has awaken, moved from his room and/or the security has been increased.

And you could only save in spots where you could be hiding for a few hours. Harder difficulties wouldn't have the possibility to save midst a mission at all.
 

Jark212

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Jul 17, 2008
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FallenJellyDoughnut said:
No, you fail. Although setting up some mines for a convoy would be a good mission.
Guerrilla warfare might work...

I can see it now:

Tom Clancy: Guerrilla Warfighter
 

Daniel_Rosamilia

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Ben Bazooka said:
That's not stealth, but otherwise it's a pretty good idea.

I'd like the stealth games to be such that you have to make your own plan after you've been informed about the environment and rough amount of enemies and such. The plan could be a bit loose though and you could figure most of it out as you sneak around.

All out raging attack would be impossible: You'd either get killed soon because of the skilled enemy or if you'd manage to pull it off, then the mission would be a failure. Killing enemies, in general, should be a kind of last resort option in most missions.

The missions should have a lot of variables (for replay value and reducing the possibility to go through the mission by just trial and error trying what works and what not) like:
Enemy positions would change, amount of enemies could vary a bit and there could be different complications because of your mistakes; the diamonds you are supposed to get have been moved or the hit target has awaken, moved from his room and/or the security has been increased.

And you could only save in spots where you could be hiding for a few hours. Harder difficulties wouldn't have the possibility to save midst a mission at all.
You are almost definitely onto something there, Ben.
Also, NONE SHALL PASS!
 

BENZOOKA

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Oct 26, 2009
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Master_Spartan117666 said:
Ben Bazooka said:
That's not stealth, but otherwise it's a pretty good idea.

I'd like the stealth games to be such that you have to make your own plan after you've been informed about the environment and rough amount of enemies and such. The plan could be a bit loose though and you could figure most of it out as you sneak around.

All out raging attack would be impossible: You'd either get killed soon because of the skilled enemy or if you'd manage to pull it off, then the mission would be a failure. Killing enemies, in general, should be a kind of last resort option in most missions.

The missions should have a lot of variables (for replay value and reducing the possibility to go through the mission by just trial and error trying what works and what not) like:
Enemy positions would change, amount of enemies could vary a bit and there could be different complications because of your mistakes; the diamonds you are supposed to get have been moved or the hit target has awaken, moved from his room and/or the security has been increased.

And you could only save in spots where you could be hiding for a few hours. Harder difficulties wouldn't have the possibility to save midst a mission at all.
You are almost definitely onto something there, Ben.
Also, NONE SHALL PASS!
Cheers. Just had this thought after reading OP's idea. I think it could work. And have a tasty cookie for knowing your Monty Python sir.
 

jimduckie

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well i am not a stealth fan , this sounds more like guerrilla warfare ... most stealth games stretch reality too far , what the enemy can't afford night vision but can have unbreakable lights and lots of weapons?
 

ribonuge

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If you are referring to coordinated take downs, Splinter Cell Convictions Co-op mode is doing just that. Otherwise I don't know what to say. Perhaps a new genre of ambush games ?
 

spacecowboy86

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andrew21 said:
so i assume you dont know what the meaning of stealth is do you?
apparently i didn't when this thread started but i certainly do now. also, i agree with some of ben bazooka's ideas, the number of enemies at least should be random and running through the trees and spying your target is always a fun time
 
Mar 26, 2008
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More kills = more bodies to hide. The idea of stealth is that no one should even know you were ever there. Bloody trails and dismembered limbs kinda spoil that.
I hate levels that tell me that you can't harm even so much a hair on a human's head in order to pass, but then again I don't want total carnage either. I think the Splinter Cell series has so far been the best example of balance in this area.