I guess a big question is how easy should it be to see what is going on around you? This answers the question for a lot of potential features: 3rd person view, camera devices, sensor devices, radar, internal displays. Low visibility has a certain feel. If you need to get up and look around your ship to see what is happening, or can't quite tell who is behind you, you see flashes in the distance and know someone is shooting someone but not who is friend or foe, or need to engineer a system just to warn you when you are about to bump into something, etc. I do prefer actually seeing things. I mentioned challenging vs. frustrating earlier. Frustrating is bad, it makes players leave the game. Any difficulty that could be attributed to "I don't understand why that happened. How was I supposed to know?" seems like a frustrating kind of difficulty. Rangefinders and radar and descriptions from your friends aren't as good as seeing the thing. All of these information gathering devices represent options to solve the information problem, ideally all of them at the same time. There is a point where maybe you give the player too much information, but I would draw that line between 3rd person view and having camera devices.
It's not implausible that there's an armor that can stop a rail gun round in its tracks, or another that is particularly resistant to explosives.
Actually it is infact implausible because the developers are not stupid. There are ways to balance armor that don't involve cameras nor anything to do with visibility. Armor means more cost and weight in of itself. More weight means either less speed, or more structure & engines & reactors. If super heavy armor is overpowered then eventually the developers will nerf it, or buff armor piercing weapons.
As to balancing cameras with weapons or countermeasures that disable them: well, then you're just implementing a meta. ... This isn't necessarily that different from requiring a physical line of sight, ie glass cockpits, but while both a cockpit and a camera present similar benefits, the cockpit is less of a simple target. ... but is a ship bristling with cameras really an interesting design?
The difference is that with one has have cameras and camera meta, and in the other the game lacks these two features. Balancing things is hard. The developers might decide it isn't worth the time and money when they realize that they both have to implement it and balance it. This is true of any potential feature. A good camera meta would result in a mix of ships with cameras, and ships with external cockpits, and ships with both.
Yes I think a ship bristling with cameras can be an interesting design. See above. Yes large ships need to move around and maneuver and see what is going on and sometimes spotters are not available. A ship with more people aboard should be more effective than a ship with less, but the ship with less should still be possible. If you need multiple human beings to see in every direction then in general have has terrible visibility. See above.
My concern over cameras is the possibility of them being used to make auto-aiming weapons.
Naija, cameras would not be able to do that. Auto-aiming weapons would require a device that passes the enemy's position into YOLOL code. Auto-aiming weapons would be limited by the 0.2 second delay between each line of YOLOL code. I don't see how cameras would do that. Cameras capture an image and you need a human player to interpret that image. Either that image replaces the view from your ingame head on your real life screen, or you have in game screens that show what the camera sees.
(i sadly dont know how to make quotes so dont judge me)
Quinc there will most likely be no real convenience in this game which isnt made from players (or so it seams for now)
but i get your point. its like with the ship editor and blueprints. the way the devs set it up is quite what you said you wanted: a balance of convenients and inconvenients. the question is how to implement cameras without breaking some of the games most important points (first person only, DIY aspect,etc)
Go to the post, look in the lower right, "Reply" immediately puts the quote in the reply box. "Quote" creates a list and then you can click "Insert quotes..." in the lower left. Either way you get the text of the post with some special code marked in brackets [ ] at the beginning and end. You can actually change the text of the quote, but obviously that can be dishonest. I wouldn't mess with the code.
My point about convenience is that if you look at specific activities or experiences they can be very frustrating, or annoying, or tedious. Computer games should be the opposite of frustrating, annoying, and tedious. So you have to ask why players must do that specific thing, why is that specific thing important to the rest of the game, and how it could be changed. Example: Travel time is a fundamental part of the game, but it can also be tedious. So the developers added a very limited form of teleportation. I don't think you can implement teleportation with YOLOL code, so it is done with the insurance terminal. See "Station Features" video. You still need travel time when moving ships or cargo.