What distance will players be able to detect distant contacts? Will the difference between passive and active sensors effect these ranges?
TL;DRDetection range will be longer than now, with bigger ships and better radars and scanners seeing further and identifying signatures faster, but exact ranges aren't given and will be tuned through testing and feedback.
It's definitely going to be more than what it is at the moment. The values that are there at the moment is actually something we noticed shortly after 3.1, I think, went out, in that in the conversion to Item 2.0, all the radar items had all their ranges set back to the default. So all the ships, even though they've got different radars on them, they all have the same radar. So we fixed that for 3.2. So bigger ships will be able to see further. They have different timings for how long it takes a signature, could be a ship, could be anything else, to be identified. And there's all that sort of values that are going to be coming online. How quick signatures can be identified, whether it's a case of just being, oh, it's a ship, or it's a ship, it's this faction, it's this type, it's got this person inside. The longer and the bigger that signature is, the quicker you'll start getting those details. So regular ships will take a while to do that. Ships with specialities, with better radars, better scanners, because they're two separate items, will get that data quicker. So it's always useful to have those around.
And of course, as these systems come online, the more robust scanning, the more robust radar and stuff like that, these values, like how close they are... The question actually included, will it be 50 kilometers? Will it be 100 kilometers? I didn't include that because obviously these specific ranges will be affected by testing and by you guys. Whatever we try the first time, we'll get our feedback and we'll either reduce it or we'll increase it and we'll continue to adjust it, because that's one of the great advantages of developing a game in the middle of a live environment, is you guys get to be a part of that process.
Going back to what I said about the [radars], it was all set to the default ranges. We were trying to get that in for one of the 3.1.x patches, but because there was such a focus on getting the performance back up to where it should be, all the lead engineers sort of fell off their chairs when we started suggesting that there's this one-line change that we can double the radar range, we can triple the radar range, now you can start picking up stuff so much further away. They're like, no. You're not putting this straight into the live environment without testing, and we've got other stuff we want to do. So that's been in our main branch for a while, so that should start seeing an improvement.