{"schemaVersion":1,"record":{"key":"mechanic/stealth-infiltration--t035","type":"mechanic","id":"stealth-infiltration--t035","lang":"en","title":"Lures, distractions and sabotage","summary":"Distraction changes observer priorities while sabotage changes the environment to prepare a later covert action.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/stealth-infiltration--t035/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/stealth-infiltration--t035.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/stealth-infiltration--t035.md","aliases":[],"tags":["Stealth, infiltration and escape","Mechanics and variants"],"sourceIds":["source-3817d420df0baa92","source-f0d681640c78d0d6"],"sources":[{"id":"source-3817d420df0baa92","title":"Robert Nystrom: State","url":"https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown","verifiedAt":null},{"id":"source-f0d681640c78d0d6","title":"Tom Clancy’s Splinter Cell","url":"https://gamemechanics.org/patterns/shooting-out-lights","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Distraction changes observer priorities while sabotage changes the environment to prepare a later covert action."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t035-variants\"></a>\n\n- Sound redirects the nearest available observer. <a id=\"t035-v1\"></a>\n- A lure requires a relevant target motivation. <a id=\"t035-v2\"></a>\n- A breakdown summons maintenance personnel. <a id=\"t035-v3\"></a>\n- A false alarm frees a different area. <a id=\"t035-v4\"></a>"},{"id":"example","title":"Design example","body":"A disabled pump makes a technician leave their post and open a service corridor.\n\nPrototype check: Test repeated distractions: reactions should account for a known trick or explicitly allow repetition."},{"id":"context","title":"Context and limits","body":"Stealth manages what observers know through visibility, suspicion, traces, decoys and escape routes. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[{"type":"uses","direction":"outgoing","label":"Sources in the selection","key":"resource/state-pattern","title":"State: Game Programming Patterns","url":"https://gamemechanics.pro/en/resources/#resource-state-pattern","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/state-pattern.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/state-pattern.md"}],"placements":[{"catalogId":"stealth-infiltration","id":"t035","title":"Stealth, infiltration and escape","url":"https://gamemechanics.pro/en/mechanics/stealth-infiltration/#t035","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Lures, distractions and sabotage","description":"Distraction changes observer priorities while sabotage changes the environment to prepare a later covert action.","image":{"src":"images/mechanics/interaction-shooting-out-lights.webp","width":600,"height":336,"game":"Tom Clancy’s Splinter Cell","sourceUrl":"https://gamemechanics.org/patterns/shooting-out-lights","originalUrl":"https://cdn.gamemechanics.org/webm/splinter_cell_shooting_out_lights.webm","sourceFrameSeconds":4.01,"credit":"Ubisoft Montréal; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. Visible source watermarks preserved. All rights reserved; excluded from MIT and CC BY 4.0.","caption":"Aiming at a ceiling light","alt":"Sam aims a pistol at a ceiling light in Splinter Cell, with the visibility meter on the right.","markers":[{"x":58,"y":23,"label":"Light fixture as a breakable target"},{"x":93,"y":72,"label":"The hero’s visibility meter"}]},"tips":["Give distractions a readable range, duration and observer response."],"examples":[{"title":"Tom Clancy’s Splinter Cell","url":"https://gamemechanics.org/patterns/shooting-out-lights"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/stealth-infiltration"}}