SpaceCadet11864 wrote: ↑Tue, 21. May 24, 20:05
1. Limited Visibility: Players should only see what their ship's sensors can detect. To see beyond this range, players need to build the necessary infrastructure or architecture. No satellites. One compromise could be allowing players to "see" as far as their teleportation ability allows. When in "all-seeing mode," the ship becomes vulnerable, but they can hide in their HQ base for protection.
4. A more indepth sensor / detection system. One game I played called highfleet had a cool mechanic where the more sensors you used to "see further" the more noise you were sending out and thus the easier it was for you to be detected. If you wanted to be stealthy, you had to turn off sensors too.
To some extent this "fog of war" is already in, and I would not mind if Satellites were replaced with station modules.
What I like to think about when it comes to this is what the NPC factions see and how they react. Wouldn't your allies share their sensory data with you and vice versa? Perhaps information brokerage could be bigger.
3. Delayed Communication: Long-distance communication should take time. You shouldn’t be able to instantly command units several light-years away without the necessary technology.
This is true but, in the context of the X Universe, light-years are not involved. Instead, the gate network splits the action across many little pockets of space with only a few hundred kilometers between them.
I suppose the question is if you can transmit communication between the gates. If not, that would mean that you only have awareness of the current sector you are in. In the current implementation, if appears that is not the case.
The logistics would need to be as is or even better, where everything bought, sold, plundered and invented comes from raw materials that are mined and refined.
I thought this was already how X4 worked, except for mission rewards and natural resourxea referatubg over time.