CA thread kthx.
Well, I pay for that skill, I have severe carpal tunnel and I guarantee a click costs more for me than it ever will for you.
This is why you need more automation ^-^.
Of course, I don't draw the range on the map, I store an approximation of it in my HEAD, along with the roles and capabilities of units. It isn't perfect, but at least it originates from me and the use of my faculties.
I drew the range on the map.
All. The. Time.
Usually HLT's, but sometimes antinukes, so i can sneak a nuke in between the gaps. HLT's most commonly. I always used to draw off my own antinuke range so my allies knew if they were protected.
This is the sort of information which is available to the player with a little bit of effort, and really should just be presented to him if the UI is doing its job. It improves the level at which the game is played, allowing sneaky attacks with weasels and better use of skirmishers and artillery.
I am not a big fan of memorizing data in games- its why i think map-obscuring Fog of War is a bad idea, for example. Winning should depend on tactical and strategic competence. I know that there is always a degree of acquired knowledge- a player will always have to learn how to use his tools, but the UI should be there to present every single piece of information it can to the player, so the players job is to make the decisions as to how to employ that information- not pore through modit looking up unit stats. The game shouldnt even be about getting an intuitive 'feel' for unit ranges from thousands of games. Thats really just experience, learning by rote, and says little about the players skill.
But intel must play a role, it is as you say. Here we get into a tricky issue.
On the one hand, having accurate recon of the enemy is what allows you to respond, react and counter him. Basically, intel is at the heart of player interaction- without recon, you are playing a blind guessing game, not a dynamic interactive matching of wits.
On the other hand, having the ability to disguise that information and surprise the enemy is the core of many interesting strategies. Oftentimes outwitting the enemy relies on him not
knowing your weakness either because he wasnt scouting correctly or because you defended yourself from his scouts.
Now, if scouting is made too unreliable or just difficult, people will simply do it less (and the game suffers in interaction). If intel isnt valuable because it is so hard to get people wont bother to try and get it.
The best dynamic to be struck is one where intel is cheap, easy, and effective but there are various tools a player can use to block the enemies scouting attempts. Jammers and radars are a good example- making intelligence gathering itself an interactive element of the gameplay. One innovation CA has made is cloaking fields (For arm, who are more focused on information warfare than core). Not only can you be safe from enemy radar but you can also make your whole base much harder to scout visually.
Im also tossing around the idea of mobile/transportable turrets for arm, or even other mobile/transportable buildings.
Remember though that constructors make half as much energy as solar panels, mobile anti nukes and carriers make 300 e (just less than a third of a fusion), and that focusing generally on mobile units over buildings can already give you a large advantage in intelligence warfare. So, there are already tools available to this end.