The only way I could want an FoV being partially implemented is if it simply modified the visibility of creatures opposite of any direction you [i]just[/i] moved.
For example if your last action was to walk to the north, things to the south would get a visibility modifier similar to simply being further away.
even this I would hesitate to call an “improving” mechanic especially in situations where the player is doing a lot of back and forth. Perhaps if it was a buildup to a still fairly minor penalty the longer the player went in “one” direction, with each movement changing penalties like so:
NW N NE
W . . .E
SW S SE
penalties:
NWP = __ NP =__ NEP = ___
etc…
So the proposed vision system would be similar to the health system (in that the system constantly moves a value towards another value) but with no random on the penalties/bonuses
standing still would be a target bonus value of… lets say 5 in all directions
moving N would move N penalty/bonus value towards 0
NE and NW towards -1
W and E towards -3
SW and SE towards -8
and S towards -10
value movements would be 1 in cases of > 5 and 2… maybe 3 in cases of <5 difference between target and current
Then these penalties would be applied to mob stealth bonuses, player perception(after exausted/focus penalties or perks) etc…
No I think that gets far to complicated on a per-turn caculations level. That seems like about as simple as it can get too. unless you want it to be a 2D direction last moved = 0 opposite = -10 which would lead too the tedium of run backwards every so often, or just sit still every so often or face ambushes from behind… tedium?
I like the idea, but I can’t imagine how it would work with a future CDDA stealth system without bogging down everything a bit.
A flat mobs terrain/movement stealth system and player system would be easier for players to understand through play, and would probably be a required prerequisite anyway to installing a directional movement penalty to perception system
Of coarse the main problem would be in large numbers of mobs such as a zombie horde which could be minimized by just saying if Z = horde member then skip all stealth calculations, and doing a similar thing where visible lit area is minimal, such as when entering a relatively small room.
I would like to point out that I am assuming terrain remains visible for referance, but perhaps “greys out” with tiles the “less aware” of an area it is. However it would be basically impossible to do in ASCII this would quickly ostracize ASCII players and accessibility (blind players) for any fork that went this direction or force them to play in a manor they don’t prefer.
But then Im certainly no SME (Subject Matter Expert) so I’d like to hear what those that know what they’re talking about think about something down this alley.