I really like stealth games. More the original Splinter Cell types, where you are hiding in shadows and have an abstract concept of enemy perceptions. But the basic Metal Gear kind is great too, where you don't have shadows or lighting, but explicit view cones for your enemies. Some games have the "higher stealth skill makes you invisible" which isn't much fun.
What I think makes a great stealth game is fair consequences. Being seen should be bad, but not the end of the world. And, mostly mistakes on your part should be what cause you to be seen instead of just bad luck.
Two things here are important. One, the player needs to
want to stay hidden and, two, needs to be able to get out of a tight spot. Killing the player instantly when being seen isn't any fun, that's just forcing them to be hidden. But neither is just being able to kill everything making stealth irrelevant, that just makes it slower.
I have done quite a few of the Stealth Assassination missions now, and I have found a few issues with them. I really want these to be my favorite mission type, and I understand stealth is a really difficult thing to simulate in a fun manner. Notice I didn't say "accurate" because actual stealth would be boring.
Some simple* things that I think would help the Stealth Assassination missions are:
- A visible view range on the mini map.
- The player needs to see where the enemies are and what constitutes "hidden" in a quick and easy way
- Make enemies that do see the player more aggressive.
- At the moment, I think they just start firing, but a lot of them I have found just kind of wander away.
- Aware enemies get 50% damage resistance.
- I know they already deal extra damage, but just killing them quickly is too easy, and not a real reason to stay in stealth
- A stealth kill mechanic
- Double damage against unaware targets.
- Allows the player to pick off annoyingly placed monsters
- Monster alarm and death scream
- Prevents the player from just stealth killing everything.
- This way the player needs to wait and watch how the monsters are moving and pick the right time to act. Also penalizes alerting a large group of monsters
* "simple" means in concept. I fully understand view cones and active updating mini maps etc. are non-trivial to implement. I was going to write this all up as a Mantis issue, and I will once I get a feel on how other people are viewing Stealth Assassination missions.