Well,, Its one of my first posts ever on this forum, so hey all, and great thanks for Toady for such legendary game that made me very happy turtle ;]
And on to the suggestions, im quite good at programming, but i havent beed tweaking inside DF at all, so they (suggestions) might be a bit off, but i want to ephesize the general idea...
1- Sneaking in Fortress mode
Sneaking is currently made bysome sort of proximity sensoring, and thus height, watch towers, and so on are eseless, even preventing the good scouting
solution - The idea of Your noise cube would be very, very helpfull in this concept, for example The sneaky kobold would be proficient ambusher and thus is getting 90 silentness (Pure example sounds) and is distributed around him, like one tile - 90, two tiles 85 and so on in rectangle around with kobold in the center, than... Sound heard from below (underground tunnels) would be muffled, so cube expanding downwords would be getting - 20 per un walkable parameter dwarf walking directly below kobold would treat Him as sneaker with 110 silentless and from above there would be +10 by one unobstructed tile (Dwarf on watchtower 2 tiles high would get +20 chances to spot Him, so the silentless of the kobold would be - base 90 + 10 (two tiles away) and -20 from height of the tower = 80 vs dwarf's ability to spot enemies, also the detection roll should be made only if sneaking person moves, its very easy to miss not moving, concealed enemy
(Sorry for my english, not my priority language ;] )
Obstacle (Unwalkable parameter) +20 outward of ambusher (ambusher is on point 4,4 obstacle on point 4,3 so point 4,2 and 4,1 are worse to spot the enemy)