I think there are significant negative side effects to that idea. Players fairly often place buildings in the fog of war.Intuitely I always liked the idea of simply not being able to place buildings in the fog of war at all but only within a players line of sight. I haven’t really thought through the potential negative side effects, but at least that would be a very simple solution from game mechanics perspective that is very understandable
I would like to add to the list:1. Ranged repair issue
2. Flank formation issue
3. Building placement scan issue
I can confirm that foundation scanning would not work in openage because of the client-server model that we use. Things happening in the fog of war are not send to clients in general to prevent client-side cheating. The server only forwards infos about buildings in the fog of war if the client isPerhaps a system like this could be implemented in the future in something like OpenAge, but I doubt a change is possible right now.
I don't agree with this. It gives the scanning player an unfair advantage as they can gain knowledge about strategic points without using existing game mechanics. Information about the map can be obtained otherwise, e.g. by scouting with units, researching Town Watch/Town Patrol and building outposts. Scanning the opposite corner of the map to discover that the other team has started trading is just ridiculous.Unlike the other issues, this issue does not change or affect the game simulation. Although some players can gain an advantage from doing this, it's not trivial for the many reasons mentioned in the quote earlier. For example, the time and attention diverted by scanning could have been used to flank split xbows away from a mangonel shot elsewhere.