Make the sneak attack hit hard once, and wake the neighbours only if it fails
Creeping up on a sleeping camp is the best moment in a survival game, if the rules are clear. Does the bonus repeat, does the kill make noise, who wakes up? This entry settles those points so a quiet kill stays quiet and a clumsy one has a price.
Why this works
Surprise belongs to the victim, not the attacker. Once someone knows you are there the advantage is gone, and a noisy fight should cost something, so a clean kill stays quiet while a messy one tells the neighbours.
When not to use it
Skip it in a game where stealth is not part of the fun, or where enemies are always awake, such as a wave defence. A flat damage bonus on a weak spot is simpler and keeps every fight fair.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make the sneak attack hit hard once, and wake the neighbours only if it fails" (read_entry sneak-attack-bonus-only-once) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP