+1 for the realism (I like it, and was thinking about using a light in the jungle can be a dangerous thing too)
But... if I undestand well, the "aggro" is implemented as a mob characteristic, not a toon's one. So, e.g., if a ragus have 25 m aggro range, any player into his range will be chased (maybe preferring the weaker ones, if what they told me is right).
If there is a way to have toon-based aggro (which can be more realistic for sure but maybe it will impair the server's performances a lot), then the suggestion can be viable, as all of us can have his own "aggro attiring" range: e.g. a zorai with a big HA can be "more visible" than a tryker in LA. A toon "carring" a light can be more visible than one with light off which, in turn, can be more visible than a sitting down one (like, to make an example, the RCS (Radar Cross Section) of airplanes).
Toon's skin and armours' colors can enter in the pit of changing the toon's noticing-range too so a white armor can increase your visibility in the jungle far more than a dark-green one, but will reduce it when on the snow (so colors and seasons can have more sense, while colors 're mats' quality related atm), and so on...
I really don't know how aggro is calculated nowadays: just thinking as any mob is "sorrounded" by a circular "barrier" as large as their noticing-range and toons which enter that circle will be noticed (enlisted) and, in case of aggro mobs, (evaluated and) chased.
Having toon-based aggro is like to circle the toon too with an "aggro range" which will need to recalculate (1) the dynamic range every time (as it can vary under some circumstances: worn armors, lights, weather, environment's light and conditions, running/walking/sitting stance, and so on), and (2) if toon's noticeable-circle collides with the mob's noticing-circle: maybe heavier than just checking if an "x/y-point" (the toon) is in/outside a "circle" (mob's aggro) for the server.
P.S.
in client-server environments the client can't never be trusted, by common rule, for meaningful things (like aggro).
But... if I undestand well, the "aggro" is implemented as a mob characteristic, not a toon's one. So, e.g., if a ragus have 25 m aggro range, any player into his range will be chased (maybe preferring the weaker ones, if what they told me is right).
If there is a way to have toon-based aggro (which can be more realistic for sure but maybe it will impair the server's performances a lot), then the suggestion can be viable, as all of us can have his own "aggro attiring" range: e.g. a zorai with a big HA can be "more visible" than a tryker in LA. A toon "carring" a light can be more visible than one with light off which, in turn, can be more visible than a sitting down one (like, to make an example, the RCS (Radar Cross Section) of airplanes).
Toon's skin and armours' colors can enter in the pit of changing the toon's noticing-range too so a white armor can increase your visibility in the jungle far more than a dark-green one, but will reduce it when on the snow (so colors and seasons can have more sense, while colors 're mats' quality related atm), and so on...
I really don't know how aggro is calculated nowadays: just thinking as any mob is "sorrounded" by a circular "barrier" as large as their noticing-range and toons which enter that circle will be noticed (enlisted) and, in case of aggro mobs, (evaluated and) chased.
Having toon-based aggro is like to circle the toon too with an "aggro range" which will need to recalculate (1) the dynamic range every time (as it can vary under some circumstances: worn armors, lights, weather, environment's light and conditions, running/walking/sitting stance, and so on), and (2) if toon's noticeable-circle collides with the mob's noticing-circle: maybe heavier than just checking if an "x/y-point" (the toon) is in/outside a "circle" (mob's aggro) for the server.
P.S.
in client-server environments the client can't never be trusted, by common rule, for meaningful things (like aggro).