Copied from my hangar post…
We’re not adding radar.
The options we’re considering may have other roles to fill than simple rear-field alerts, because if we did add rear-field alerts — for the purposes of nerfing skirting — the same weight of punishment will also fall upon the non-skirting pilots.
So we are currently looking at an “air grid” system, which is based on fixed location and size “sectors” – probably 16km x 16km or 20km x 20km. That’s a lot of area, as demonstrated by the visuals on my blog, and it can encompass a massive amount of aircraft.
This may – or may not – all be visible to clients, it may or may not have multiple levels – it might even just have one indicator for “plane(s)”. Heck – it might even have one color for “plane(s)” without distinguishing between friend and foe…
It will have a low update frequency of 20, 30 or 60 seconds, and it is likely it will cover the entire map – because covering the whole map (and I mean map, not play area) avoids a zillion pit falls, issues, concerns and problems.
Its unrealistic and ahistoric. But so are the problems we’re trying to solve. What we’d like to achieve is more realistic flights and engagements. We’d like more escorts and more bombing runs – frankly thats only possible if we get a few more of you shot down – but we don’t want to crush the bejeezus out of bombing efforts.
So – we are implementing – technically – a whole world grid. If you read my blog and see my talking about it, I’m a programmer, I talk about the technical side of implementation. That doesn’t mean that’s what production will decide you should see or what information will be presented.
I do kind of like the idea of maybe making resolution lower where there isn’t an observer aircraft or a town, and I’ll suggest that when we are actually talking about presentation design.