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v0.3.0 - Spotting & Accuracy

Drone Sector · Community Announcements · September 14, 2026

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Spotting & Accuracy

One of the biggest issues infantry has had in Drone Sector is dying too quickly. In some situations that makes sense. They aren't super soldiers, and if a shell lands next to them, they will probably die.

The problem was broader than that, though. In infantry-to-infantry firefights, entire squads could get wiped out within seconds, even at ranges over 100 meters. A big reason was that infantry effectively always hit their shots and dealt considerable bullet damage. The system did not really account for the fact that most shots in a firefight should miss.

The new system has a few layers to it.

Before any shooting happens, units first have to spot potential targets. Previously this was mostly just a line of sight check. If an enemy was visible and within a certain distance, they were spotted almost immediately, regardless of what the target was doing or how visible it actually was.

Now line of sight is only the prerequisite. From there, visibility depends on the target itself. Moving units are easier to detect, while prone and stationary infantry are harder to spot. Large vehicles are naturally much easier to see than individual soldiers. Firing a weapon also makes a unit much easier to detect for a short time.

Spotting also depends on the observer. A stationary unit can focus more on watching its surroundings, while a unit on the move takes longer to detect targets.

This also gives me more room to differentiate units in the future. For example, troops with NVGs could spot enemies faster at night, while suppressed weapons could make firing less revealing.

Once an enemy is spotted, accuracy uses a separate but similar system. The longer a target has been observed, the easier it becomes to hit. Firing at the same target also gradually improves accuracy against that specific target. If an AT crew misses its first shot at a tank, it should have a much better chance of landing the second one.

Movement matters here too. Moving targets are harder to hit, and firing while moving reduces accuracy.

Overall, a squad holding a position should now have a real advantage over an enemy approaching it. The moving troops are easier to spot first, while the stationary squad has more stable aim and more time to observe them.

There are a lot of variables involved in these systems, so getting the balance right will take some time, testing, and player feedback.

Background Work

Besides the bug fixes, smaller feature additions, and the larger visibility changes, there has also been some less visible background work.

For example, I created my own procedural road generator. Previously I used a plugin, but it had several issues that kept bothering me. It was tedious to work with, visually quite limited, and recently started causing navigation problems around road junctions.

The new system gives me much more control, the roads look better in my opinion, and they are considerably faster to work with.

I've also spent some time looking into externally configurable unit stats.

Balancing the game takes a lot of work, and it is probably impossible to find one balance setup that feels perfect for everyone. Allowing unit stats to be modified outside the game could make it easier for players to experiment with their own balance setups, while also making it easier to test different values and provide useful feedback.

This is still experimental and there is a lot of work left before it becomes something properly usable, but I now have a much better idea of what would be required.

- Ingmar

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