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C# Suggestions / Re: Draft of an idea for a change to sensing
« Last post by Steve Walmsley on Today at 06:40:34 AM »It would not have to be complicated at all. I think it is pretty weird that a crew can run the ship with active sensors turned off, turns them on for some reason and gets a true representation of the surrounding without any delay. I mean, there is no speed of light in the game, which is okay as it is, but data collection and processing could take time and calculating trajectories for enemy ships are impossible to do in an instant.
You could have target motion analysis. In effect, you take a bearing on the active contact, then move and take another bearing, then move again, etc. By triangulating all the bearings taken, you can calculate distance and speed of the target. However, once again this will be fun the first few times, but the 100th time would be tedious.
The aim of the sensor model isn't to reflect light speed concerns or processing time, because none of those add any real decision-making on the part of the player, other than to add additional micromanagement to get the same eventual information. Aurora is an operational/strategic game, rather than tactical, so its assumed your staff run TMA, etc. and present you with the information required to make decisions.