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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

Hearing
sound channel

How far movement and weapons carry, how enemy hearing changes that range, and what suppressors actually reduce.

Sight
visual channel

Where enemies can see, how stance and armour change effective range, and what happens when line of sight breaks.

Alertness
AI state

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.

Reaction triggers

Similar reactions can start from sight, sound, nearby alerts, or target selection.

  1. 01

    Something reaches an enemy

    Sight, hearing, proximity, nearby hostile fire, and other events are evaluated through separate systems.

  2. 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.

  3. 03

    Nearby enemies may react

    Nearby enemies can become more alert or reconsider what they already know without automatically receiving your exact location.

  4. 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.

  5. 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

Code confirmed

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.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.