Dalas120 To make mines more consistently useful without feeling unfair, I suggest:
This all sounds pretty good to me. Increasing shrapnel range probably also means they need more shrapnel (maybe shrapnel that explodes into more shrapnel after a certain range?). I'm a little worried that mines are too small to feel like they pack that kind of firepower and might need to be made bigger, which I'm not necessarily opposed to (aside from the work required to redo the art), but that'd also mean reducing the number that can fit in a launcher from 6 to 1-2.
Dalas120 Mines (and all missiles?) should not detonate when they hit a friendly ship, even when friendly fire is on. I view friendly fire as the "realistic" setting - bullets and other dumb projectiles wouldn't suddenly vanish if they touch a friendly. But missiles are smart enough to try and avoid friendly ships even with friendly fire on, so why would they detonate on a friendly ship they were trying not to hit? (most explosives are very stable and won't explode without a detonator)
I'm not opposed to doing this for mines (would they explode harmlessly, or bounce off?), but I don't think I want to do it for missiles. I don't buy the argument that missiles would be smart enough to not detonate when hitting a friendly ship, even if that's how it works in the real world, I don't think it's intuitive.
Dalas120 BUG: mines will not detonate if the ship that launched them was destroyed/turned to junk.
Yeah this has been on my list to fix for a while, but the fix requires a pretty significant code refactor, which I should definitely do at some point, but it hasn't been a high priority.
Dalas120 I don't think there's any way to make strategic vision really powerful in a tournament environment
I also, for the record, don't think it's worth balancing the game specifically for livestreamed tournaments.
Dalas120 I know that there are potential performance issues depending on how this is done
So I haven't actually tested this to make sure, but I'm pretty confident that anything other than circles is prohibitively bad for performance. (Well, axis-aligned rectangles would be fine, but super weird.) I would love to have cones of vision or even just multiple sight circles centered on control rooms & sensor arrays, but I haven't done that for performance reasons. It'd be too easy to tank performance by putting a couple dozen directional sensors on a ship. Even more than one circle of vision (as would be required if vision extended from each control room or sensor array) I'd be concerned about.
Dalas120 Decrease default control room sight radius (400 -> 200?)
In principal I like the idea of lowering normal sight range below max weapon range, though I am a bit worried about what this does to singleplayer. (In SP, the A.I.'s aggro range is simply its sensor range, which is nice and intuitive, but I don't think the aggro range should be lowered any more than it currently is. Probably not a big deal at the end of the day, but it's a minor downside.) I'm also not sure it's very interesting if all you need to do is build a single sensor array to fire at max range, I would prefer that to require a more active strategy, such as spotter ships or an active sensor ability (see below).
An alternative (though this obviously has many other implications) would be to increase the range of the long-range weapons past the current standard sight range, and then increase sensor array range even further.
Dalas120 Have minimap sensor "blips" show ship silhouette and name.
I definitely don't want to do this an SP, and ideally MP would be consistent with SP.
Also, the minimap itself isn't close to being large enough to show full silhouettes.
Here's an idea that I think I've mentioned before: What if sensor arrays had a Starcraft-style "scanner sweep" ability that would reveal a circular area for maybe 20-30 seconds, including anything in it that's cloaked (like mines)? Perhaps that could even be a directional cone, which if you can't use them too often might be okay for performance? Their regular sight range extension would probably be reduced or eliminated, and they probably wouldn't be able to reveal cloaked objects without using the scanner sweep. This would provide a stronger incentive to have multiple sensor arrays on a ship, so that you can use the scanner sweep more often.