before ships did not have detection when being on starlanes, now they do
note i was talking mostly about reducing detection levels while being on a lane. but yes, the high detection levels in the late mid game are rather boring.wobbly wrote: ↑Tue Dec 21, 2021 3:48 amI don't particularly agree. It opens up some tactical options and closes some tactical options off. In my opinion its neither more or less tactical then the old system. There was some discussion on the multiplayer server between Ophiuchus and I about reducing scout ranges in general. I'm not sure how long the chat log is saved for, but its still there at the moment.
or generally with detection, do not increase the radius with the given amount, but the area covered.
i was looking for something like to use something like 6*sqrt(detection) if you are on a starlane. but maybe adding 36% detection will generally increase the radius 6%. doubling detection when stationary would then give
could spin it the other way: always lower detection levels. just if the ship is stationary it gets a boost.
only downside implementing this in FOCS is the typical one turn effect delay (resulting in keeping high detection the first turn you jump). but thats very FO. not sure if this leads to much micro.
e.g. climbing to double the detection level (e.g. 0 turns 100%, 1 turn 150%, 2 turns 175%, 3 turns 188%, 4 turns 194%, 5 turns 197%, >=6 turns 200%). or fewer turns (e.g. 0 turns 100%, 1 turn 150%, 2 turns 180%, 3 turns 200%) to reach max detection and then give sitrep about it. scanning policy maybe would ramp up faster.
When increasing area instead of radius, bonus could be a linear compared to original area based (every step +40% area; radius 0 turns 100%, 1 turn 118%, 2 turns 127%, 3 turns 134%, 4 turns 141%)).
also detection could be shaped differently when on a starlane - e.g. only looking forward, that helps slipping through enemy detection.
else, if you have e.g. 60 detection, a ship going in one direction with 60 speed will cover a distance of 120uu . although wobbly indicated he had a 55 detection ship missing a 75 speed ship going the other direction on a 90uu lane, so maybe this reasoning is wrong.
If the other ship is 70uu away and has a speed of 80uu/turn it will be able to evade detection (first turn it is 10uu too far in the front, second turn it is 10uu too far in the back). So it has to do with the combined speed of both ships, probably there is a hole if (speed1+speed2 > 2*detection). if we keep detection on starlanes, i think holes are important.