Back in the Galciv III days I had a niggling feeling about sensors - they were almost too powerful. For human players they were a must-have technology. Not so much so for the AI. But the AI cheated and it still does. How come pirate snipers with a sensor range of 5 detect and chase my little explorers? I know for a fact because I had one with a sensor range of about 10. If it got within the travel range of the pirate (10 hexes) it would be chased and attacked. How did the pirate know?
But that's a separate issue.
I would like to see sensor modifications that either improve distance or resolution. Distance is simple. Resolution refers to the useful data received and basically means the biggest objects are revealed easily, whereas smaller objects are more difficult. Which is kinda like real science. Of course, the closer your sensor-bearing ship/starbase is to the object in question, the more data can be acquired. This makes the programming trickier, of course, but we are dealing with genius-level devs are we not?
Without full data resolution you get a "?" i.e. something is out there but what the heck is it? You need to get closer, but what if it's nasty?
No doubt some will wish to stick with the already-implemented standard system of sensors seeing everything but I think there is an opportunity here for more decisions and choices for the player - range or resolution? It will also influence tactics - big fleets will show up a long way out, so maybe we will have to be more sneaky when assembling them? Small ships are now faster (which I agree with) but they should also be harder to spot. Makes sense to me. And the overall elements of suspense and surprise will be massively enhanced.
I can see the devs not being keen on this idea because it will tax the AI. Doesn't mean it's a bad idea though. How much Persuasion do you need? (apologies)
Any thoughts?