
But on the other hand, it'd make them more applicable for exploration. Indeed, I really don't see radars becoming overpowered if their speed is upped.Įven if you double that, it is still equivalent of a pair of current radars, and consumption wise it is on par with a couple of assemblers in a big base. And the thread still reads as it's from yesterday. TL DR: Re-revealed sectors need to be lighted up shortly, imho, similiar to initial reveals. This, I feel, often screws up peoples assessment of radar viability, in both directions (who didn't went crazy once and plopped down like 30 radars in one spot?).

As a result, the re-revealing done by radars after the initial scanning is basically imperceptible, and therefore difficult to conceive. I'll go out on a limb and say these are not often met at the same moment. Oh, and it must happen in an area that actually is on your map (so zoom/location needs to right as well). Really, the only chance you're actually seeing your radars work is when suddenly, red blips appear in an empty-ish area - which happens only if a radar re-reveals just the one, right sector (amongst the hundreds within its reach) within the short timeframe you spend on your overview map. Because of this, and the fact that the "re-revelation" is not communicated to player, it feels like radars do practically nothing after initial reveal. The rescanning of sectors "feels" slow, because most of the time, there is no new information gained by "re-revelation". I think I said this in another thread, but I'll repeat it here (same topic, basically). If there's anything to add, I think it would be marking re-scanned sector in some way. Of course, the exact scanning time and range is a thing that will need to be balanced, it may be a bit too slow even with multiple radars, but in my opinion, the radars work more or less correctly as of now. The high energy costs makes you consider how many radars do you really need and how many is just a needless drain on your generators. I don't really see why radars should be any different. When you want more resources you build more mines, when you want to expand your production you build more assemblers, when you want to research faster you build more labs.

I don't really see what's wrong with building multiple radars, though, that's completely in spirit of Factorio. The fastest way to explore is still to drive a car around, but often you have more important things to do and that's when the scanning comes in handy. The scanning and re-scanning functions are still useful, though they take a bit more time. The main use of radars is currently to see what's happening at your remote outposts when you are far away.
