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===Visual detection=== ====Enemies==== Guards and drones can spot your team visually. Each enemy has a vision cone; hover over an enemy to see the cone depicted in the [[HUD]] in translucent red with radial lines. The cone also displays in the [[HUD]] during the enemy's turn. The cone is typically 90 degrees wide and 18m long. The animation of a guard often shows them glancing around, stretching, and doing other idle things, but their attention is not actually moving. The region they can see is fixed unless the guard is moving or turning. The vision cone displayed in the [[HUD]] is the actual area they are looking at. The cone is depicted at knee height on the guard. Vision can be blocked or obstructed by obstacles in the cone of vision. Solid objects such as walls and tall stacks of materials will block vision entirely. This is displayed in the HUD as sections of the vision cone missing. Shorter objects and non-solid objects such as shelving only partially obstruct vision. Obstructed vision is displayed in the HUD as hatched yellow sections of the vision cone. A merc in the solid red section of the vision cone will be seen. A merc in a hatched yellow section of the vision cone will be seen if they are standing or sprinting but will not be seen if they are crouched or sneaking. Use the [[HUD]] camera view controls to carefully check whether a movement path enters the obstructed or unobstructed vision of an enemy. If a standing merc has an obstruction between them and a moving guard and the guard's vision cone comes across the merc, the merc will automatically toggle to crouch mode to get out of sight. If a merc in the obstructed section of a guard vision cone toggles from crouching to standing, the player will be warned once and the merc will toggle back t crouching. If the merc toggles to standing a second time, they will stand up and the guard will see the merc. Vision between platform levels is poor. A guard usually will not see a merc that is sneaking on a level above or below the guard, unless whoever is on the higher platform is near the edge. The vision cone and obstructed sections displayed on the [[HUD]] do not account for differences in altitude and the edges of platforms. If a merc passes through the edge of an enemy vision cone only briefly, the HUD may flash a small red cone flash directly in front of the enemy. The size of the flash indicates how strong the near-detection was. If the red cone flash does not reach 50%, the movement was not enough for detection threshold and the enemy does not become suspicious. The merc got lucky. If the red cone flash reaches 50% but less than 100%, their [[alert status|Alert Status]] will rise to Suspicious and the merc's [[detected status|Detected Status]] will rise to Suspected. The pending [[security tally|Security Tally]] will go up by one or more points. The guard will immediately turn to look in that direction, regardless of whether they have action points remaining, without waiting for the end of the current character's turn. It is possible that in turning, the guard will get a better look and spot the merc. Otherwise, on their next turn, the guard may move toward the source to investigate. After they reach the location, they will spend a couple turns moving around the area looking for the source. If they don't find anything, the guard will move back to their post. If they were on patrol, they will head to the next waypoint in their patrol. If guard with an [[alert status|Alert Status]] below Spotted sees a team member, the guard's [[alert status|Alert Status]] will jump to Spotted and the merc's [[alert status|Detected Status]] will jump to Spotted. The pending [[security tally]] will go up one or more points. The guard will then try to engage in [[combat]]. ====Cameras==== Cameras can also detect your team visually. Cameras have a vision cone which is marked in the [[HUD]] with a red outline filled with translucent red fading with distance. The vision cone is depicted at waist level. There are two types of cameras. The most common type, the short-range camera, typically has a vision cone 90 degrees wide and 10m long. The other is a long-range camera with a narrower vision cone and more than 20m long. Long-range cameras are frequently inactive until the [[Security AI]] decides to activate them during a security escalation. Both types of cameras are typically oriented to the cardinal directions. Cameras can be mounted high on a wall or on top of tall poles. Cameras will often rotate once a turn. Some cameras rotate back and forth. Pole-mounted cameras in the middle of a room may rotate in a full circle; the most common direction for rotation is clockwise. Cameras are blocked or obstructed by the same things as guard vision. Blocked and obstructed regions of the vision cone are '''not''' depicted in the [[HUD]]. The height of the camera lets them see over some obstacles. This can make it hard to tell whether a particular location or movement path will be detected by the camera. A warning will display if the camera might see you, but it may signal false positives. A merc will automatically duck behind cover if a guard looks in their direction, but there is no automatic protection from cameras. A merc will not automatically toggle to crouch mode if a camera swings in their direction. If a moving camera sweeps past a merc, briefly putting the merc in the detection zone, the camera can spot the mercenary. The sectors between the cardinal directions of a long-range camera are not safe. The area below the camera mount is a blind spot. This blind spot is not depicted in the [[HUD]]. A merc can safely pass through a camera vision cone if they keep close to the camera mount. If a camera spots a merc, the pending [[security tally|Security Tally]] is raised by one or more points and the camera will send a notice to the [[Security AI]] at the end of the turn. The [[alert status|Detected Status]] of the merc may be increased. The Security AI will usually send a guard on the next turn to investigate; the guard's [[alert status|Alert Status]] will be raised to Alerted. Alerted guards will not return to their post or patrol.
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