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 Post subject: Re: Revisiting Stealth & Detection
PostPosted: Fri Mar 30, 2012 5:06 pm 
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eleazar wrote:
...haven't thought through all the ramifications, but that addresses at least some of my concerns with the current system.
I suspect the main consequence is that a single detection range number applies to each object, rather than requiring a stealth adjustment. A corollary to that is that it's easy to display where a player has or has not detection ability in the GUI, without need for gradations or some other way to illustrate falloff.

A partial consequence is that anywhere you've got detection ability present, you don't need to re-sweep when detection strength increases. So, as long as a system has a populated planet with nonzero detection range, that systems is fully scanned every turn, without need to make a super-detection ship to move around after detection tech upgrades. Similarly, for systems without colonies, almost any ship (with nonzero detection range) is sufficient to re-scan at upgraded detection strength.


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 Post subject: Re: Revisiting Stealth & Detection
PostPosted: Fri Mar 30, 2012 6:16 pm 
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Looks like it resolves my list of issues from the first post, except for:
eleazar wrote:
    * Requires some sort of additional level of fleet commands: weather ships should hide or fight/blockade.?

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 Post subject: Re: Revisiting Stealth & Detection
PostPosted: Fri Mar 30, 2012 11:35 pm 
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eleazar wrote:
Looks like it resolves my list of issues from the first post, except for:
eleazar wrote:
    * Requires some sort of additional level of fleet commands: weather ships should hide or fight/blockade.?

Which would be a nice thing to have, anyway.

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 Post subject: Re: Revisiting Stealth & Detection
PostPosted: Sat Mar 31, 2012 2:42 pm 
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em3 wrote:
eleazar wrote:
Looks like it resolves my list of issues from the first post, except for:
eleazar wrote:
    * Requires some sort of additional level of fleet commands: weather ships should hide or fight/blockade.?

Which would be a nice thing to have, anyway.

If by "nice" you mean more multi-layered less obvious interface well yes.

General post on high-level strategic gameplay

Summary: we should avoid adding mechanics that require drilling down into new windows to find out what's going on at specific localities.

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 Post subject: Re: Revisiting Stealth & Detection
PostPosted: Sat Mar 31, 2012 3:29 pm 
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eleazar wrote:
em3 wrote:
Which would be a nice thing to have, anyway.

If by "nice" you mean more multi-layered less obvious interface well yes.

General post on high-level strategic gameplay

Summary: we should avoid adding mechanics that require drilling down into new windows to find out what's going on at specific localities.

I was rather thinking of a combo box to choose aggressiveness in the fleet list window (one combo box for every fleet) with additional smaller indicator on map adjacent to fleet icons that shows this status (like leader/loyal crown in BfW).
This does not really add more windows and only slightly complicates existing UI. :)

edits in bold

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