Blips of contact are totally something I would find atmospheric and interesting.
At the moment, the first concept of "live action" we would like to propose could be the idea that the debriefing room would become the "live action" command center, and that the player would have one action available - "retreat". (and cancel the mission)
And would be able to activate that if and whenever he feels like it. Consequently, the player would then be very involved and looking for details "before any attack happens", and during the threat of an attack, to give him hints (or pressure) into canceling something. And details after an attack to see if the crew is still able to continue or not with good chances of success.
This concept was a draft for another gameplay we worked on, which would have involved a lot of audio feedback in a game of special agents in today Earth, facing paranormal and extraterrestrial investigation ( a project we worked on before EXODE ) but I am more and more considering to bring this into our debriefing gameplay, as it could be extremely. Considering an intent to improve it with more audio feedback, that may be for later.
As for visuals, in terms of priority the "blips visuals and threats" will be added to planetary map and then to space (and space combat), but it's a great suggestion to work on it for land combat too at some point.
RE: 🍉 [MELN] Weekly EXODE Wrap-Up #26