Make detection/masking fokken DYNAMIC.
It can be next step in game evolution in regards to detection, starting from 1000 range on release, to dynamic radius range (what we have right now), to dynamic detection/masking.
For example, make certain plants influence your detection/masking, both increase and decrease different values. At least it would make sense to plant or destroy the plants in fights, it will create a lot more room for strategy and planning of big fights, roflstomp ambushes and so on. We have incubators for all kinds of plants, but they are hardly ever used for anything, because they don't have any value right now.
We have a ton of useless buildings on Beta too, why not make it so that some of them increase your masking or detection value when you are within/next to them? Like that Mount Yula in Novastrov that has a huge station on top of it, why not make it increase your detection value to observe the surrounding territory? Kinda makes sense logic-wise and adds some value to that location. Same goes for a lot of other buildings if being next to them increase robot's masking value, that can be used for hiding/ambushing/scouting. It would add varying geographical value to islands as well, as each island would be different in that regard due to current building locations.
Some other modules, like vector or cone detection (not sure if it possible; basically, detecting in a straight line (arbitrary let's say 500m wide and 3km long) or in a cone in front of the robot), but I'm not sure if the engine actually allows it. This would add more skill and variability in detection, as it would make backstabbing and hiding easier if you know the variables of enemy or friendly detection.
Other modules like massive increase in masking for long cooldown (like 30 sec for 180 sec cooldown?), would also add more dynamic elements to the detection/masking game, as well as could be used creatively in big fights or roams and ganks. Big cooldown allows it to be used EITHER for initiation OR escape, but not both at the same time. Escaping is even harder as masking doesn't reset the lock. At the same time this involves many other variables that need to be held in mind, such as speed, enemy position, enemy movement vector, terrain, ECMing for escape, etc etc - damn, that adds so much juice and skill to tactical and strategical planning if implemented right. Tweak current module values to allow and balance the implementation of these, and you are set.
Ideas like these for dynamic detection can be thrown at you in large quantities, if you guys only ask and actually care about it. This is something that would bring meta to the whole new level and add another layer of competition and skill.
I believe pvp could be very exciting and the game has what it takes. But this is game is ruined and we all know by who, it´s by corps like CiR, -77- and PHM. - by Fu ManChu