Yes like a scope, just that a discoverer / scout should not just be able to benefit from a tool, but from his own eye sight.
You can in example see details like ores on a mountain wall much better then someone else, who is no scout. (I actually wished for that many times, when I ran through the deserts and saw all those ores unsharp on mountain walls. was never sure, if it's worth to go there, because iron / silver, gold / copper, tech fragment / component are on distance really hard to differ).
Or you see an incoming thread earlier then your comrades, because visiualized items and creatures will be visualized in double of normal distance.
Of course it makes sense to be able to toggle on a different view distance since the resolution of your screen makes many things automatically not definable anymore. You could do it in a way, as if you put on a sight glass.
Of course, if we will be able to craft sight glasses additionally, both (ability and sight glass) should add to each other.
But would it not be something nice to integrate as skills as well? like:
- elemental attributes are 10, 20, 30% more efficient on tools / armor / weapons / machines / engines (damn, I would really love to buy stuff from that guy!) -> craftsman skill
- increase attack damge / defense against certain elemental creatures -> assassine / tank skill
- final attacks in combination with elemental armor / weapon like (frostnova (ice) -> freezes creatures around you, thunder strike (electric) knockback to all your enemies.
- special abilities on tools for miner: thunderblast (electric), activate and your next hit will crush a hole of 3 x 3 in front of you in static environment (x cd)
How did you design the skills and attributes of boundless? did you just think about what is easy to balance, or did you think in the way boundless is designed - new, innovative, different from other games?
Because I feel like there is lack of innovation yet. The true potential of boundless for me is not reflected in the skill trees yet. You could add more decision making, more complexity and of course huge amounts of different skill ways (since we do not have races and classes, which in many other games create much more room for diversity).
I don't want to critizise too much... I bet you spent your time on it and you had reasons why you decided for this structure yet. I know you also have a schedule... but Maybe think about it. I'd just like to see the true potential of boundless shining over other games.
Is it not wish of every game designer to create a "milestone" of game history? I think this is just possible by innovation.