that spotting system is very hit or miss, most times I find it's the difference of a twitch on my thumbstick that figures whether my T5 light tank is going to get the first shot or be pummeled by three T8s
In that game, it's likely because of the huge number of variables, from your crew being less skilled to your cover being slightly worse to the spotting vehicle being better at spotting or harder to spot. In this one it'd be a pretty limited "this guy has more mass and/or generates more heat," maybe with a modifier for hiding behind something. Which would provide plenty of complexity - if my ship is 1 block more than yours I'd have a different spotting signature (albiet, 1 block probably wouldn't matter much unless it was a radiator, engine, or reactor).
I'm still leaning toward "weapons (except lasers) travel slowly enough to be dodged but have unlimited range" on that end.
If you can see the ship through the semi-transparent shield - that means photons can travel through the shield. So can a laser's photons.
Sci-fi sir, sci-fi. The shield works to block incoming laser (or other weapons) fire and no one knows why or how.
If in-game coding is possible I could build a probe to find the location of your ship, and then I could make a custom-coded turret fire a laser at those coordinates - The range would be practically limitless
Now, despite that this is
fiction we're discussing, this suggestion is particularly ridiculous. Can you build a probe and 'find' hidden ships at sea better than you can see them? No. Now the sea is infinitely smaller than the distances we're dealing with in space. Even in Earth's orbit, you'd conceivably have engagement ranges better measured by the diameter of the planet than by the mere tens of kilometers ships at sea can handle.
Just realized you might be talking about a drone
, in which case, those work great at sea because they can go up and get a better view.
Can't do that in space, it'd be more like building a small dinghy to try to find an aircraft carrier 100 kilometers away in a storm. You'd never find them, and probably never even get close before running out of fuel.
That's moot though, because there isn't stealth in space. We're talking about limiting detection as an inherent feature, by heat or mass + heat, so that smaller ships have a bit more purpose and a defense big ones don't. You wouldn't be looking for a ship with a probe because you'd know that it couldn't be within X of you (likely it's weapons effective range) without your being able to see it.
That brings up another WoT mechanic - armor. What if armor (or shields) in this game was able to absorb/reflect damage based on armor thickness in a similar way? Now, we're using 1m blocks, so we'd probably have light-medium-heavy plate that counts as more blocks of armor instead of trying to lay it on thicker than a few layers, and armored components that count as some amount of armor, but if shots could hit and do *no* damage based on ship design & use that'd be pretty awesome. More awesome than always doing X blocks/plates of damage IMO.