Sgt. Shivers wrote:Maybe having enemies not adjust their angle from the start of their missile state would work? Most enemies have a short delay before firing, so like shotgunners would fire in the direction they were looking when they started the missile action.
Scrambling homing projectiles might also be a good effect for this.
Interesting way around it, but wouldn't that just have the same overall effect as the regular blursphere, given the monsters move in randomized directions before they shoot?
Homing projectiles randomly losing the player would be neat (and handy) though!
DoomKrakken wrote:Monsters would need to be specially coded to do that, though... but otherwise, I like it.

RockstarRaccoon wrote:I know that in more advanced games, invisibility means that enemies will target the last location you did something that notified them of your presence at, perhaps with a modifier to make them react to not knowing where you are. A good way to make that work would be to make a second entity which follows the last place the player makes noise and have the enemies see that as the target instead of the player.
It occurs to me there is a way to do this without custom monsters:
1. The blursphere just changes the player's renderstyle to fuzzy, but does not give the regular blursphere power.
2. During the time it's active, have the player spawn an immobile, nonshootable decoy every time they fire or vocalize. This decoy is completely undetectable to the player.
3. This decoy, upon spawn, will:
a) destroy all of its sibling decoys;
b) start an iterator that takes every monster targeting its master, and rearrange that monster's pointers so that the player is its last known target and the decoy is its current target.
4. If either
a) a decoy's randomized timer has run out,
b) the player's blursphere timer has run out, or
c) anything targeting a decoy is close enough to melee it,
the decoy will run another iterator that finds all monsters targeting itself, and have them target its player instead.
5. Smell and heat: Every second or so while the power is active, the playerpawn will run another iterator that looks for nearby (<100 units?) monsters, and if those monsters were targeting any decoys, they now target that player instead.
EDIT: Or...
Single decoy that warps to the player's location upon the player making any loud noise, picking something up or shooting.
The decoy periodically checks around it for monsters (it.thing.bismonster && it.thing.health>0) targeting either itself or the player. For each one, set target to itself if it's not too close to the player, set it to the player if it is close to the player.
The decoy disappears if the player dies. It does nothing else, leaving the monsters targeting it free to target whoever else is around.
The decoy disappears when the powerup runs out. Upon disappearing, it takes all enemies targeting it and has them target the player instead. It may randomly cause them to play their seesounds again.
The decoy's PostBeginPlay() forces the player's renderstyle to fuzzy.
The decoy's OnDestroy() forces the player's renderstyle back to normal if it is fuzzy.