I really like the [in]visibility system you've proposed.
Just to put what follows in perspective I'd like to outline some basic stats. A single block is 1.3 meters (
http://ufoai.ninex.info/wiki/index.php/Mapping/Dimensions), and takes 2 TUs to move in standing position. What that means in terms of this discussion is that if Actor A can see 10 meters further than Actor B, then Actor B will have to move forward 8 blocks (7.7 blocks rounded up) at a cost of 16 TUs in order to see Actor A. For an average Joe 16 TUs represents 1/2 a round (assuming a standard 30 TUs), and allows enough time over to reserve multi-shot reactive fire (14TUs), or fire a burst or similar attack from most basic weapons, or a single snap shot with some TUs left over for crouching and turning (but not enough to reserve any reactive fire).
Here are the dissection notes for each of the aliens in question:
Taman - "The large, overdeveloped eyes equip the Taman with natural night-vision. It has special irises that protect the retinas from bright light such as sunlight, but if a sudden blast of highly intense illumination were to hit the retina before the iris can adjust, it could cause prolonged or even permanent blindness. Our flashbang may be highly effective here." (
http://ufoai.ninex.info/wiki/index.php/Aliens/Taman)
Ortnok - "The eyes are covered with surgically-implanted lenses that improve the Ortnok's already excellent vision, stretching it into the infrared spectrum. The ears consist of a series of small cavities, three on either side of the head, which are surprisingly large and well-developed. Given the evidence we must conclude that Ortnoks have acute hearing..." (
http://ufoai.ninex.info/wiki/index.php/Aliens/Ortnok)
Sheevar - "Behind the curls of bone there is a set of three organs that seem to detect infrared radiation. This is apparently what the Shevaar uses in lieu of eyes. We conclude that the sensitivity of these organs is roughly comparable to that of a human wearing PHALANX-standard IR Goggles." (
http://ufoai.ninex.info/wiki/index.php/Aliens/Shevaar)
For those who don't want to flip between BTAxis's proposal and this page here are his suggested detection scores:
Species Day Night
Human 50 25
Ortnok 60 60
Taman 25 75
Shevaar 50 50
Hovernet 75 75
Okay, sorry for the long pre-amble.
1. Implications for equipment
The autopsies suggest that Shevaar vision is the same as IR goggles, and Taman vision is like night vision goggles. What this means for game play is that, while humans have lousy natural night vision the simple addition of goggles could boost their night vision to 50 or 75. This is a BIG jump. 75 is probably too high and probably not what BTAxis intended, I'm guessing that the number would be closer to 50.
2. The differences are too big
Okay, no offense BTAxis, but the differences in detection values are simply too high. The Ortnok to Human difference during day-time (Ortnok 60, Human 50) represents 16 TUs spent just to close the vision difference. That seems like a fair number to me, enough to make things tense, not enough to mean that you're a meat pinata to an opponent you can never get close enough to see. I'd suggest a 120% cap on the spread.
To justify my position lets look at the 25 meter (19 blocks) difference between a Human and a Taman during the day. This means that a Taman has to move 38 TUs to find the human who is shooting at him. This means 1 round of fire when the Taman has no clue who is shooting at him, and then possibly another round of undefended reactive fire while the Taman advances. The situation is reversed at night for Human vs Taman with the Human having to move a massive 76 TUs (2 1/2 rounds) before they even see the Taman who is riddling them full of holes. Being shot by a totally anonymous blob out somewhere on the screen is simply not fun.
I'd suggest modifying the values so that the gap is no more than 120%. This will make the game a lot more fun... of course aliens can have amazingly poor vision, I really don't mind, but it does make it a bit like shooting fish in a barrel, and I object when I'm the fish.
3. Movement and Firing
It would be nice if each TU you used increased your visibility, so if you run 10TUs then fire a 14TU burst and are 60 meters from your opponent then your visibility would be 60m - 24 = 36 visibility, easy to see.
4. Ranges for weapons
50 detection for humans means that you can see 50m, which means that all sniper shots will be at close range. A possible fix for this is to implement scopes on certain weapons. You were saying that there wasn't enough headgear equipment. What about binoculars, or scopes as headgear (Yes, I know this may seem a little strange, but thing about it like this, you can't use the scope on your sniper rifle and your IR goggles at the same time, you have to choose one). Basically some weapons would come flagged as 'scoped', and occupy the headgear slot automatically with a scope. Using the scope would multiply your basic sight range by the weapon's range as a %, for example a weapon with 250m range would make a human's detection change from 50 to 125, but possibly at a cost such as being unable to move while using a scope (ever tried to move while looking through a scope... best case you get a blinding headache, worst case you break both legs trying to jump a rock that is actually 100 meters away), so you need to 'activate' the scope to aim, then 'deactivate' it when you want to shift position.
Other headgear ideas (because you mentioned you wanted more):
- Shades - because they're cool. Might increase detection a little during day.
- HUD (Heads Up Display) - May be required for some high-tech weapons to manipulate the control interface and monitor variables like radiation emissions, heat levels, and that thingy that goes ping.
- Eye Movement Tracking Unit - A unit that tracks eye movement and assists with auto-targeting of weapons. Basically if you can see your target then it helps you aim. Could provide ballistic information for grenade launchers on ideal arc, etc.