ArkadyTepes posted:
my suggestion to help fix that would be to remove the negative impacts stealth has on movement, so a stealthed player can keep up with the group.
That is an interesting suggestion. I fear it would make stealthers very dangerous though. Can you imagine a group of stealthers having normal speed while stealthed?
To give groups an incentive to have stealthers in the group I would suggest:
1) If a group has an assassin that is within 2000 units of group members the group members are better able to see stealthed enemies (not as good as an archer). A group having both an assassin and an archer have even better ability to see stealthed enemies (as good as an archer).
2) When a stealth class is in a visible group that has speed, the grouped stealther moves at the same speed as the group but shifts to a shade form and when the group drops speed if the stealther drops to stealthed speed the stealther slowly shifts (4-second shift time) back to stealth. When the group drops speed if the stealther keeps normal group speed the stealther remains in shade form. While the stealther is in shade, or when shifting back to stealth, the stealther can use any ability that requires stealth.
Once a stealther engages the enemy, shade form is removed.
3) When an archer is in a group the group gets additional map information.
4) Stealth classes should have the ability to move upward when in difficult/impossible to climb terrain. If a group has a stealth class and if the group is in a difficult/impossible to clime terrain, any group member within 500 units of the stealth class will have the ability to move upward just as the stealther can. When both an archer and an assassin are in the group the upward hindered movement speed is increased even more (to almost normal).
5) If a group has a stealth class with clime walls in the group, and if the stealth class is within 500 units of a group member, the group members can also climb walls (this is the way other classes should have been given climb walls).
6) Groups with a stealth class have a much lower agro range to mobs. This would allow visible groups to move though areas they normally would have to avoid or would have to fight mobs to get though. If the group has both an archer and an assassin in the group, the mob agro distance is reduced to the same as the distance for the highest rated stealth class in the group while the stealthed classes are stealthed/in shade.
If only one stealth class is in the group, for the group to have reduced agro range the group must not have speed. If the group has both an archer and an assassin then the group may move with speed and retain the reduced agro range.
7) Groups with a stealth class, where the stealth class is within 2000 units of the majority of group members, get a bonus to RPs and get the possibility of valuable drops from each kill. If the group has both an archer and an assassin the bonus is increased.
8) When a group has an archer a tank and a casting class, and the archer has specific siege craft ability, the group can stop and set up an Observation Post (4 second build time). Once an Observation Post is established every one in the group that is within 300 units of the Observation Post has the ability to use binoculars and see twice the normal distance, see dust rising from distant battles and to see distant smoke rising from burning towers/keeps that are being attacked. If the group also has an assassin the viewing distance is increased and with an assassin in the group all visible classes within 300 units of the Observation Post shift to shade form.
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The art of war is simple enough. Find out where your enemy is.
Get at him as soon as you can. Strike him as hard as you can,
and keep moving. - Ulysses S. Grant
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