This is another possible downside to auto dscan, but it can be circumvented by just having multiple dscan windows.
Have auto dscan be a toggle that will last for 5-10 minutes (this is to curtail the server load issue… if it’s even a problem,) and if you see anything interesting in the auto dscan window, hit the scan button in one of the other windows so you have time to see what ships are near you.
As for the criticism about it being harder to catch people? Get good? Honestly, it’s pretty pathetic to rely on bad ui design in order to catch people who don’t want to fight you. With that logic, you might as well get rid of the overview and dscan as well and rely only on your visual prowess.
So why only D-Scan? Autopilot is also a joke. And a proximity alert for hostile vessels is very easy to implement. The Pilot is the main problem for the ship to survive, if the computer could solve all the problems, space travel would go much smoother.
In the end: Aura should travel and fight instead of humans.
One tiny problem: Boooooring.
So at what point do you think the game mechanics have maximum attraction? Because that’s the point we’re discussing about in the end.
Those aren’t the same thing. Auto dscan solves the issue of the tedium of pushing the same key over and over again that a trained monkey could do. Forcing that to be manual doesn’t add anything to the game.
Auto pilot isn’t there for people to replace normal game play. It’s there for people to move from one location to another. It’s also slower than normal travel. So your example isn’t really a good one, as auto dscan is closer to modules auto cycling than what you put forward.