Single unit and army visibility
I have been thinking about various methids of handling unit visibility and army visibility. In GC2 you essentially have a "sensor range" and anything in that range gets detected. While that makes sense in a space game, I think that it needs to be changed for EWOM. Maybe this has already been addressed by the devs and they have something snazzy already developed. But I'll go thru the thought exercise that I have had for the last couple of days anyway.
First, why not jsut stick witha GC type sensor range? Well first of is Line of Sight - in GC2 it didn't matter that you were detecting a fleet on the far side of a planet because - well that's what sensors do, right? But you really don't want to be seeing that army on the other side of a moountain range or a forest just because they are within the radius of how far a given unit can see. OK you might "want" them to from a strategic PoV, but not from a gameplay one.
Another consideration is things like cover such as forests or even ruins for a small group or single unit.
And the third consideration that I just alluded to is the size of the group or unit being viewed. You should be able to see a 10,000 man army from a lot farther off than a single unit, especially a sneaky one like a scout. Also things like altitude, if there even is altitude in the game should matter - you can see farther from a high spot, and you are also more visible, especially if you are a flying unit like a dragon.
The first thing I thought of was to have a zone of visibility around each unit which would grow with larger stacks like armies and shrink for smaller groups, or due to terrain, camoflauge spells, etc. And if the zone of visibility crossed an enemy unit that would mean that usnit was detected.
Downside, it doesn't account for units that might be extremely observant and be able to see farther. So my next thought was put a zone of view around the observing unit and a zone of visibility around the unit being observed, and if those overlapped then the unit being observed was actually detected. Long story short I think it would be a nightmare to code and units would have the ability to see around corners. Making something like this that was actually useable would be a nightmare.
What I finally came up with that I think would work is to surround the observing unit with concentric rings of observation. These rings could be blocked by LoS rules for intervening cover.
Units would be assigned a visibility score, say "1" for a stealthed scout, and "10" (or whatever) for a large army, a dragon, or whatever. A "10" unit could be seen from 10 squares away, on down. When calculating detection, an observant unit might either be able to subtract 1 from the distance or a percentage. Also the visibility score could be modified based on terrain. The formula would be if (unit visibility score - terrain modifier) - (distance to observing unit + observing unit perception bonus) < 0 then the unit is detected. The unit perception bonus as well as the visibility score could be modified by spells.
And this may have already been all worked out by Stardock and if so I am sorry for wasting your time with a likely dry and boring post.
I guess the main point is that most games visibility range is what it is and a single unit pops into view at the same time as a stack. I think this alterntive could be easily coded in and would give a significant and fun difference, it would somewhat capture the Lord of the Rings reason for sending a small group to do a job rather than an army.