Modern Warships: Visibility System Evolution

In update 0.91, one of the main mechanics of the game - the detection system - has been changed. In this article we will tell you about all the changes in detail.

Greetings, Commanders! In update 0.91, one of the main mechanics of the game - the detection system - has been changed:

  • The system has become much more realistic. The player's visibility now depends directly on his actions, such as moving or firing
  • Ships with the stealth parameter have been given even more advantages and development opportunities.
  • Additional viewpoints have been added. Now ships will not disappear and appear right in front of the player's nose.
  • Added many new threat markers to maximize awareness during battle

In this article we will tell you about all the changes in detail.

Probably many of you are wondering, “Why did you need a new visibility system when the old one seemed fine?”. Let's figure it out together with you.

The main disadvantages of the old visibility system:

  1. Few opportunities for development and scaling.
    The old system was too primitive and hardwired: it was hard to improve or customize for new mechanics. The player received almost no useful information that could be used in battle.

  2. Lack of dynamics.
    The old visibility parameters did not change from the player's actions during the battle. This, firstly, didn't give much room for tactics, and secondly, it often reduced everything to “once you spot it, then just run and hide”.

  3. Lack of airborne detection
    Only 2 types of detection: surface and underwater

  4. Unlimited viewing distance
    Being detected by the enemy, you could only try to hide behind an obstacle, and in the case of enemy aircraft high in the sky above the map, it was almost impossible to hide.

  5. Limited functionality of the “Stealth” parameter
    The parameter was realized only graphically - the ship decreased in size on the mini-map

  6. Limited functionality of the mini-map
    The mini-map did not provide the player with complete information about the general situation and the necessary amount of information needed to make critical decisions. Moreover, the terrain rendering distance was severely limited to only the area around the unit.

  7. Primitive detection indicator
    The detection indicator was present only on ships and was a primitive and uninformative element, the only function of which was to realize that you had been detected. Also, this element was absent on aircraft.

  8. One marker for all types of ammunition
    Missiles, torpedoes, air defense, all marked with the same triangle. In the heat of battle, it was not easy to distinguish what was flying.

To show you all the advantages of the new system, we will describe in detail all the changes:

  1. Visibility
  2. Detection indicator
  3. Viewing radius
  4. Factors increasing visibility
  5. Stealth
  6. Threat Indicator
  7. Projectile markers
  8. Smoke Screen consumable
  9. New parameters
  10. Useful tips

I. Visibility

To understand how visibility works, it is worth starting by parsing the mini-map of the battle interface. The main purpose of the mini-map is to increase the player's awareness in combat.

Mini-map changes:

  • The form factor of the mini-map element has been changed to a square shape, which now displays the entire area of the game scene instead of the old circle element and a small area around the player's unit.
  • Obstacles are now displayed more realistically, taking into account the texture and terrain. Moreover, destructible objects, such as icebergs, are shaded and additionally highlighted with a yellow border.
  • A grid with coordinates has appeared on the mini-map. Each square is a section of terrain, approximately 1.9 by 1.9 kilometers.
  • Detection Range have been added. As you can see, there are a number of different circles on the mini-map. Each of them represents a specific visibility of your ship:
    - Underwater Visibility - blue colored circle
    - Aerial Visibility - a green colored circle.
    - Surface Visibility - white colored circle.
    - Minimum Exposure Distance - the smallest gray circle.
New mini-map
New mini-map

What is visibility?

Visibility is a parameter that determines when your unit will be detected by the enemy. As already mentioned, there are now three main types of visibility in the game. The logic of operation of all types of visibility is the same, but each type of visibility is responsible for detection by certain types of units.

Visibility from the surface

If you are detected, the battle interface will display a detection indicator with a specific sound. The indicator will be visible as long as you are visible to at least one enemy unit.

There are several ways to “get out of the spotlight”:

  • Increase the distance so that you are not within the line of sight of any enemy unit.
  • Completely hide your ship behind an obstacle to block it from the enemy's line of sight.

In either case, the minimum time a ship will be visible is equal to the time of the opponent's Recon Data parameter that last saw your ship. More details are given in another section of this article.

❗️In the previous visibility system, ships were detected by a single ship viewpoint, always located in the center of the ship. With the new visibility system, we have also added two additional dimensional points for all ships in the game: at the stern and at the bow of the ship. This will help avoid situations where an enemy ship would “disappear” or “appear out of nowhere”.

Aerial Visibility (green circle) and Underwater Visibility (blue circle):

The principle is the same as with surface visibility. As soon as an enemy aircraft comes within your air visibility radius, your ship will be detected.

Let's take the example of a ship

Our ship has the following visibility indicators:

  • Surface visibility 6km - our ship will be detected by an enemy surface ship at a distance of 6km
  • Aerial visibility 5km - our ship will be detected by enemy aircraft from a distance of 5km.
  • Underwater visibility 4km - our ship will be detected by an enemy submarine in underwater position from a distance of 4km.

An exception to the rules is the detection of submarines in an underwater position by aviation. In this case, only helicopters and some types of aircraft, such as PSF-01 and SH 37 Viggen strike fighter, anti-submarine bombers, including P-1 Kawasaki and P-8A Poseidon, and a few other units, can detect the submarine.

Minimum Exposure Distance is a parameter present only on ships and always equal to 1 km. At this distance, ships will detect each other regardless of whether there is an obstacle between them or not. It is global for all ships. The minimum contact distance is indicated on the mini-map as a circle of the smallest size.

II. Detection indicator

The basic logic of the detection indicator has not changed compared to the old system. However, we have significantly improved the appearance and expanded the amount of information that the indicator provides to the player:

  • The standard location of the indicator has moved to the area under the mini-map
  • The appearance of the indicator has changed: the element became larger, changed color to yellow and became more informative.

The main update to the detection indicator is the addition of new icons that expand the detection information of your unit:

  • ship icon - your unit was detected by an enemy ship
  • aviation icon - your unit has been detected by enemy aviation
  • binoculars icon - your unit was detected using the minimum contact distance.

III. Viewing radius

When allies detect an enemy, you see the ship's model, health bar, and its icon on the mini-map. However, in order to attack, the enemy must be in your radius of view, which is the area where your camera is “looking” (shown by the gray cone on the mini-map).

If the enemy is outside this zone, you only see an outline icon and cannot fire. To get full information and the ability to attack, you need to get closer. Allied units that are out of range will also appear as green outline icons on the mini-map.

The bigger the radius of view - the better: you notice enemies earlier and can shoot without being seen.

IV. Factors increasing visibility

Ship visibility has become dynamic and now depends on your actions in battle. There are now two factors that affect the visibility:

  1. Movement Penalty - only applies to ships and marine drones.
    • The higher the speed, the higher the visibility.
    • No penalty if the speed is less than 25% of the maximum speed.
    • Penalty increases at thresholds: 25%, 60%, 90% of speed.
    • Aviation doesn't get a movement penalty.
  2. Fire Penalty - applies when fired from any weapon.
    • Visibility increases as soon as the weapon is fired.
    • Each weapon has its own penalty (torpedoes - minimum, missiles and cannons - maximum).
    • Only the highest penalty of all active weapons is taken into account.
On the left is an example of the detection radius with no penalties. On the right - when moving at maximum speed and fire.
On the left is an example of the detection radius with no penalties. On the right - when moving at maximum speed and fire.

Penalties for moving and firing are cumulative. If you are moving and firing, your visibility is maximized.

Penalties are reset after stopping or ceasing fire if you are not detected.

If you are spotted, the increased visibility is retained for 15 seconds + Recon Data time. It can be reset by taking cover behind an island or moving out of the enemy's line of sight.

V. Stealth

Previously, this parameter only affected the size of the icon on the mini-map.

In the new visibility system, Stealth actually reduces a unit's visibility in all directions (water, air, and underwater) by a specified percentage. For example, 5% low visibility will reduce all types of visibility by 5%.

Stealth is now available for air units as well.

Stealth is not available on all units, but only on units that have been designed with stealth technology.

VI. Threat Indicator

The Threat Indicator helps you understand where you are being shot at and when you are being targeted or missiles/torpedoes are being launched at you. It is located around the scope and includes:

Yellow Guidance Indicator - Appears when missiles/torpedoes are being guided. It shows threat text and a directional arrow. If an enemy targeting you is detected, a yellow diamond appears above it.

Guidance Indicator
Guidance Indicator

Red Launch Indicator - appears when missiles/torpedoes are launched at you. Contains threat text and a red arrow indicating the direction of the attack.

Launch Indicator
Launch Indicator

Orange damage arrows - show from which side the artillery type damage (from cannons, grenade launchers), as well as ramming damage was inflicted. They last for 5 seconds after a hit.

Damage Arrows
Damage Arrows

Multiple arrows can be displayed simultaneously. They maintain the direction of the threat when the camera is rotated and can shift depending on the movement of the threat.

If desired, the indicator elements can be disabled in the settings (section GAME).

VII. Projectile markers

The new projectile marker system replaces the old universal triangle, making each threat type easily recognizable. The markers are now differentiated by weapon type and indicate whether the projectile can be deflected by decoys (countermeasures).

Current markers:

  • Missile-type air defense and anti-aircraft missiles - a dot inside a rhombus of four corners (1)
  • Missiles (including missile launchers) diverted by heat traps - filled rhombus (2)
  • Missiles not diverted by heat traps - contoured rhombus with a stripe to the center (3)
  • Missile torpedoes (e.g., RUM-139) - contoured diamond with a dot in the center (4)
  • Torpedoes with diversion capability - filled triangle (5)
  • Torpedoes without diversion capability - outline triangle with a vertical stripe running to the center of the marker(6)

The marker immediately lets you know what you're dealing with and how to react.

VIII. Smoke Screen consumable

Smoke screen now works on the new visibility system:

If the ship is not detected and does not fire, its:

  • Surface visibility is reduced to 1 km.
  • Aerial visibility is zero (aviation will not see it).
  • Underwater visibility - does not change.

When firing inside the smoke:

  • Air defense and autocannons give no penalty to visibility.
  • Firing any systems does not increase aerial visibility.
  • Movement penalty does not apply.
  • If the enemy has spotted you - the penalty remains 15 sec + “ Recon Data”, but the base visibility is reduced to 1 km.

Important: if at least one part of your ship is sticking out of the smoke, you can be detected.
If both ships are completely hidden by smoke, you cannot be detected - the smoke acts as an obstacle.

IX. New parameters

New parameters related to the visibility system are now displayed in the lobby:

Ships and marine drones:

  • Viewing Range
  • Aerial visibility
  • Surface visibility
  • Underwater Visibility
  • Stealth (if available)
  • Movement Penalty
  • Recon Data
New list of ship specifications
New list of ship specifications

Aviation:

  • Viewing Range
  • All types of visibility
  • Stealth (if available))
  • Recon Data

Armament:

  • Penalty for firing

New upgrades are available in the workshop:

  • Reducing all types of visibility down to -15%
  • Increase in radius of view up to +20%
  • Improved stealth up to +300%
Example of possible ship upgrades
Example of possible ship upgrades

The following parameters from the old system have been replaced by the new system with the same upgrade level:

  • Old “Sonar” parameter = Underwater Visibility
  • Old “Radar Radius” = Improved View Range

X. Useful tips

In conclusion of the overview of the new visibility system we would like to give some useful tips that can help you in battle:

  • Remember that your visibility depends on your actions. Plan your path and set of actions, try to keep an eye on the battle situation, do not make thoughtless actions that can play into the hands of the enemy.
  • When forming certain assemblies, look at the size of firing penalties for weapons. Taking into account such a parameter will help you to form assemblies for your style of play.
  • Do not forget that now it is necessary to properly hide ships behind obstacles, because you risk to remain visible to the enemy if your entire ship is not hidden behind an island.
  • In the current realities, it is no longer so important to be the first to spotlight the enemy for your allies. It is more important to spot the enemy for a longer period of time.
  • Stay out of the way at the start of the battle. We advise you to take favorable tactical positions and keep distances to the enemy.

We hope you find this information useful as you learn the new visibility system. We will be grateful for any detailed feedback in all our communities.

Good luck and see you on Modern Warships! 🌊