There seem to be two kinds of stealth in the game, passive (the stealth % from armor, thief perk, and infiltrator class) and active (the Triton pain camo and the infiltrator stay hidden thing, which is never properly explained), but which rely on the same “stealth” stat. The mechanics for detection are obscure (at least to me) but there is no RNG involved; there is a check of stealth VS perception where range is the main factor, but no die roll.
This means that an Infiltrator with a stealth of 100% (achieved with thief perk) is virtually undetectable at any range. Even with lower stealth, they are still undectable at anything but very close range. This added to the damage boosts they receive means they can be used as an exploit (see this thread SO! A litte something about 'Why Infiltrators are OP?')
At the same time using stealth in a non exploitive way can be challenging because the mechanics and their effects are obscure.
In brief, my suggestion is to separate “passive” from “active” stealth, and make “active” stealth fragile and expensive.
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The game should provide complete visibility on what is going on with “passive” stealth & detection, like showing if a movement or action of a soldier will reveal them to the enemies currently observed (as in Xcom2, basically)
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The Infiltrator suit, instead of providing a massive bonus to “passive stealth”, should enable “active stealth”, and the Infiltrator be proficient in its use.
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Any soldier or critter no matter how high their passive stealth stat will be detected at a certain LOS range from an opponent no matter how low their perception (e.g. 8 tiles)
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However, a soldier in active stealth will not be detected unless it’s broken.
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Active stealth will be broken by making any attack or using certain skills (e.g. dash, jetpack) and can be broken by special skills/items used by opponents.
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Entering active stealth carries a high WP cost (4-5 WPs) (explanation: to activate the stealth capabilities of the suit the soldier has to exercise extreme self control to remain absolutely still).
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Melee attacks carried out from active stealth carry massive damage bonus (as they do now for all attacks).
Thoughts?