Ok, so... Let's try this again as more of a point rather than a topic starter.
Stealth. It's got problems. Frequently, you become detected through solid walls at low levels, and can literally sneak up and Three Stooges enimies at higher levels.
It's one of those systems that I think, when you take it apart, is too complicated to be functional. In general, a system should only ever be as complex as absolutely necessary to achieve a desired result.
Currently, the basic formula works as follows:
Detection Value = fSneakBaseValue + (Sound factor * Distance attenuation ) + (Visual factor * Distance attenuation) + (Noticer skill factor * Distance attenuation) + (Noticer skill factor - Sneaker skill factor).
Instead, just make it a range visibility formula. If the detector can see the sneaker, they are detected. End of story. Remove sound from it entirely. Instead it becomes:
Detection = Subject distance*Illumination - Detection Range. If the result is 1 or more, you are spotted.
So, if you are 45m away, in dim light (.5 modifier) and the sentry as a detection range of 60m, it would look like:
45(0.5) - 60 = -37.5 : 1
Therefore, you wouldn't be seen.