Stealth and detection
Enemy awareness is not one shared state. A patrol can hear you, see you, become alert, relay a reaction, remember information about you, or actively target you through related but separate systems.
- Detection channels
- Sight + hearing
- Group reactions
- Separate relay paths
- Target selection
- Separate from alert state
Stealth systems
How far movement and weapons carry, how enemy hearing changes that range, and what suppressors actually reduce.
Where enemies can see, how stance and armour change effective range, and what happens when line of sight breaks.
How enemies stay alert, relay reactions, remember possible targets, and decide who to attack.
System reports
Use these reports for exact ranges, enemy differences, edge cases, and deeper evidence.
How far movement and weapons can be heard, what suppressors change, and which enemies hear farther.
Open research → Vision SightHow far enemies can see, how facing changes vision, and how cover blocks sight.
Open research → Enemy AI Alertness & target selectionHow enemies become alert, remember information, relay reactions, and choose a target.
Open research → Incoming fire Danger & suppressionHow projectile near misses build Danger, feed broader AI behavior, and disturb aim on enemies with flinch enabled.
Open research →Reaction triggers
Similar reactions can start from sight, sound, nearby alerts, or target selection.
- 01
Something reaches an enemy
Sight, hearing, proximity, nearby hostile fire, and other events are evaluated through separate systems.
- 02
The enemy gains or refreshes information
Some events identify a source or position. Others only make the enemy suspicious or alert. Those are not the same kind of knowledge.
- 03
Nearby enemies may react
Nearby enemies can become more alert or reconsider what they already know without automatically receiving your exact location.
- 04
Possible targets are compared
When more than one known target is available, distance, facing, current-target persistence, and eligibility rules affect which one is preferred.
- 05
The selected target drives behavior
Once a target is selected, the enemy's movement and combat behavior can act on that choice.
Detection vs position knowledge
A reaction does not prove the enemy knows your exact position
Some events only raise alertness, some update where an enemy thinks you are, and some only make it reconsider targets it already knows. Similar reactions do not mean the enemy received the same information.
Evidence standard
How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.
How the OTL rates evidence
The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.
Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.