Geoff the Medio wrote:
* Assuming the stealth / detection mechanics are the same for the galaxy map and the battle map, do we need entirely separate stealth and detection meters (and techs and ship parts and buildings, etc.) to set / modify / boost them? Either way, we can have effects that only alter the meters in one context or the other, but should the values be presented to players and stored internally as a signle or multiple meters of each type?
I would say no. If the mechanics are the same, then techs,ship parts and effects should be able to affect any object, whether on the battle map or galaxy map.
Examples:
- Stealth Planet in galaxy map / Stealth Ship in battle
- Blind planet in galaxy map / blind ship in battle
Geoff the Medio wrote:
* How far away, measured in units of the typical distance between systems on the map, should it be possible to see the following types of objects? This is about typical objects of their type, and doesn't imply that special cases couldn't be harder or easier to see.
** Systems (stars) - Currently all these can be seen by all players. However, this makes exploration of the galaxy less interesting and could potentially give advantages to human players over AIs in that humans are better able to infer what direction to scout based on the direction towards the centre of the galaxy.
I have no problem with seeing all stars on the galaxy map. As long as you can't see their planets. However, maybe it would be possible to hide the colour of a star until you are within detection range, as all you know is their is a mass there.
Geoff the Medio wrote:
** Planets - Currently all are visible after a system is explored, but if systems can be seen before reaching them, should planets as well?
Yes, as you are close enough (in the system) to see the detail of the planet. Certainly there are likely to be things on the planet that won't be known until colonisation, eg specials such as nasty alien creatures, artifacts, etc.
Geoff the Medio wrote:
Being able to see into other systems without sending ships could be a valuable ability for certain strategies that don't use a lot of ships.
It depends what this is. Eg stargates, sure they dont necesarily need ships. Have gate A on your planet. Mass driver launches gate B to target planet. No ship needed, transport between worlds available.
Geoff the Medio wrote:
** Buildings - Currently buildings are visible when the planet they are on is visible, but it might be interesting to make it generally harder to see buildings... A much more refined or advanced long-range detection system would be useful if it allowed a player to see buildings in other systems that would otherwise be undetectable.
Maybe buildings could be seen with more spying techs, as you would not know what building does what until you go inside, unless you can analyse the exterior of the building.
Geoff the Medio wrote:
** Other Empires' Fleets - Currently these are visible on starlanes adjacent to systems the player can see or in systems the player can see.
Seems ok.
Geoff the Medio wrote:
*** Should it matter if a fleet is in a system or travelling on a starlane?
Depends how long a starlane is. A fleet might be closer and more detectable in a starlane then in the system through the starlane.
Geoff the Medio wrote:
** Ships in Other Empires' Fleets - Currently these are visible whenever their fleet is visible.
Seems ok. Only advanced stealth / detection fighting (eg fleet stealth vs fleet detection) would hid exact ship details. Maybe design details could remain hidden until their designs are revealed. Eg a ship when encountered as an enemy is assigned a blank design (screen for list of enemy designs needed here). As ships of the same type on the enemy side use their weapons and systems, or are boarded, etc, more details get added to the enemy ship design. This design is the detail seen of ships in an enemy fleet, whether the design is complete or not.
Geoff the Medio wrote:
** Starlanes - Currently these are visible after one of the systems they are connected to is explored (ie. the planets in the system are visible).
Maybe they should be fully visible only when travelled through. In this case only the end closest to the currently explored system is shown.
Geoff the Medio wrote:
*** Could you see a fleet travelling on a starlane even if the lane itself isn't yet known / visible?
Yes, this is the process to make the starlane visible.
Geoff the Medio wrote:
* Are there levels of visibility? Fleets could be detected just as "a fleet", with no further information about contents, or the approximate number of ships could be known, or the exact number but no details about their designs, or rough classifications of designs coudl be known, or exact design information could be known. Similarly for planets, the environment type, whether it is populated, approximately how populated and how developed it is could be known at with sufficient levels of detection.
This would be good. But I think if we go into too much detail it would lengthen turns too much by providing too much information for the player to look for.
Geoff the Medio wrote:
** What determines how much detail is available? One option is to provide more information depending on how much the detection meter exceeds an object's stealth meter and distance from the detector.
*** Detection >= Stealth + Distance ... Can see object and its basic type (ship, system, etc.)
*** Detection >= Stealth + Distance + 10 ... Can see some additional information
*** Detection >= Stealth + Distance + 20 ... Can see more additional information, etc.
** Even if the special case for detection, where objects with stealth 0 are always visible, is in effect, seeing details about the object could require meeting the above more-restrictive conditions.
** Being able to boost planet stealth could then be useful even after a planet is detected, as one could hide how developed it is from enemy empires.
This is a good idea and a simplistic method.
Geoff the Medio wrote:
* If there are levels, what are they (called) and how many are there? Presumably they should be common to all objects with fixed meter thresholds, although each object type would reveal different information, appropriate for the object, at each level of visibility.
For a planet: larger scale things to smaller scale things, eg Planet type, biodivrsity, minerals, farming stats, civilisations, buildings, artifacts
For a fleet: fleet mass/size, number of ships, formation, ship types (loose guess), enemy ships designs, design detail eg lasers, shields, etc
Geoff the Medio wrote:
* Should the special case for detection, where objects with stealth 0 are always visible, that is mentioned in the battle map detection vs. stealth discussion in the v0.4 Design Pad, be applicable for galaxy map detection as well? If systems are always visible, this would make sense to do, but if systems are invisible unless a player gets a detecting object close enough to see them, this is perhaps not necessary.
** Then again, we might want a way to reliably make an object visible to the whole universe on the map without requiring another special case... Perhaps a star goes nova; the whole galaxy could be expected to see this.
There might be a case where this is used. It would be good to have the option.
Geoff the Medio wrote:
** Even if systems aren't always visible, we could just give systems a base stealth of 0.01 (or other suitably small but non-zero number) so that they fall under standard detection rules, and not the stealth 0 special case.
Geoff the Medio wrote:
* Is it important or beneficial for players to get bonuses to detecting ships if their empire knows something about the ships that are being detected? In particular, if the player has knowledge of the ship's design, should that give a bonus, or is this too complicated to worry about? Assuming appropriate espionage functionality exists, having bonuses to detect known ship designs could make spying to steal ship design more useful, even if an empire has no plans to build such designs for its own use.
Only in the way I have already explained. That is once a design is revealed or partially revealed, that is the detail seen of the enemy ship. The enemy ship still has to be detected first though.
Geoff the Medio wrote:
* How should we deal with cases where a more-visible object is contained within a less-visible object? For example, a planet might have stealth 5 and the system it is in might have stealth 20. A ship would see the planet before it could see the system. We can't (or won't) have any way to show an isolated planet, apparently without a system, on the map, so either the planet will remain invisible until the system can be detected, or the visible planet will force the system to be visible as well.
Seems like too much of a special case. But, yes the planet would be seen first. I don't know if this should happen for the game. Maybe the system remains hidden, but once discovered, the planet information is revealed without need for exploration.
Geoff the Medio wrote:
** If there are levels of visibility, say 1 and 2 where level 2 gives more detailed info than level 1, should a level 2 planet make its system visible at level 2 as well?
Since a system is made up of that planet plus other things, then the system should be more visible, so yes.
Geoff the Medio wrote:
** What if the system is at level 1, which doesn't reveal the system's contents (planets) but the planet is a level 2? Revealing just the level 2 planet, but not any other planets in the system (since the system's visibility isn't high enough to reveal its contents), could be complicated and prone to UI issues and would likely be best avoided.
Best be avoided.