After some more testing, the 'saving' of 5 minutes average masslock time might be a bit generous. 2-3 minutes seems a little more likely (still quite significant) but the standard game can throw up some epic masslocks which can also overlap. In testing there was one masslock of 12 and a half minutes from just a single ship
This is rather tedious to test of course. I think I've done enough to satisfy myself that a smaller scanner is a good idea, at least with regards to masslocks.
Meanwhile, I've solved the laser range 'issue'. It was behaving exactly as in the default game - it's just a feature of oolite
Quite nice that the player can often run but not so nice that ships of equal or even slightly faster speed just follow you indefinitely being too cautious and/or inaccurate to really trouble you. In a safe system you might run into police but the game is running at snails pace until you do.
If that's the accepted ship behaviour then I'm inclined not to mess with it for now (I imagine it improves significantly once the player has a rear laser). Instead I think I'll return to one of my earlier tests of 1/6 laser range which appeals to me 'on paper':
Divided by 3 to match scanner and smallest ship sizes and divided by 2 again for more dogfighting type gameplay with improved visibilty of ships. All ships would need to come twice as close proportionally in order to be in range.
- Fighters approx twice as big on screen
- Fighter traders approx 3 times as big on screen
- Freighters approx 6 times as big on screen
Sounds good to me. Testing and screenshots to follow...