@Omnires Will this information be sent to other players in the area? a sort of S.I.N. network?
I am also still not clear, based on your response, exactly how the game would determine who gets to see what. The concept itself would be a very strong incentive to group up perhaps, if players with different information gathering abilities could team up for better visual info. But that will only work if each player is restricted to one type of info. As such you can't simply tie it to abilties as a player could simply pick a range of abilities that would provided them all of the info gathering types.
You could tie it to frames, but then you would only need 3 players to have all of the information at your fingertips. I feel like for a wargame scenario, a group of 3 is a good start, but more would be better.
One thought I just had is to tie some info gathering to abilities with timers/cooldowns, meaning no one player can keep it up and running all the time. This would create incentive having multiple people with similiar ability types in a group.
I would like to put forward my own idea's which appear to already overlap a fair bit with Omnirez':
Medical Abilities: Not referring to abilities that boost frame repair, but rather abilities that affect the player characters themselves. Any ability that requires a biological scan can be used on player(s) for an offensive ability, or on a target to track their heart rate for 1/3rd of the abilities cooldown. This ability takes the place of a health bar. Visually this will look like a cardio machine pulsing visibly over the targets head.
Targeting/Scanning Abilities: Offensive abilities that require scanning an enemy can also be used to discover weakpoints in a targets armor. Visually these weakpoints could appear as scope sights rotating over the location. This includes both permanent weakpoints as per NPC design, as well as temporary weakpoints created by player abilities or from MEK-A attacks.
EM Abilities: Ability types that utilize anything on the EM spectrum should also track brain activity in any enemy that gets hit. For any enemy hit, duration 1/2 of the abilities cooldown, anytime the enemy makes a "choice" a representation of the enemies nervous system will suddenly light up/sparkle, giving advance warning that a strategic type ability is about to be used.
Direct Damage abilities: Some abilities that deal DoT damage will also keep track of blood loss and skin damage. This would be a measure of the total DPS being applied to the NPC in question and might be useful for large encounters that are timed, or simply as a measure of how well you are doing.
Non-self Elemental resistance abilities: Some abilities that might augment a players elemental resistances can also be used to see if an NPC has any elemental weaknesses/resistances. Higher tier versions may also indicate the strength. This would be particularly useful for NPC's that can adapt to incoming fire, or ensuring a mob with strong resistances is properly debuffed.
I'm sure there are other things but that's the idea's I have at the moment.