Debris fades over time, sure, 20 rounds.... long after combat is over, but why is it reasonable for debris from such a tiny ship to block passage or scanning through a 1000km^3 space? This is what I meant by either one way or the other, but make everything in agreement. Either pass through and scan through ships and debris or do not pass or scan through ships and debris. It doesn't make sense to be able to fly around a ship or scan past a ship that could intentionally be hiding another ship in its shadow, but then little fragments of that broken ship scattered all across a huge volume of space do block scan and passage?! If a ship was a 1 km^3 of solid mass that became evenly distributed across 1000km^3 of space... lets just say 1m^3 chunks of the ship... so there are 1000 x 1000 x 1000 1m^3 blocks composing the largest ship or 1 Billion units of space. Seems like a lot right? But when it is inhabiting 1000000 x 1000000 x 1000000 m^3 of space? (1 Quintillion) A Billion times more space than matter to occupy it AT BEST from the LARGEST ship! So why is this region unnavigable and blocking scans if a ship of the same size and mass located all in one place and possibly shadowing something behind it unable to block scans and/or passage? Mechanics and reasons are not in agreement. If debris is not supposed to block scanning, fine. If you want to stretch so far as to say that a ship cannot occupy a debris-ridden tile, fine. But if a ship can pass another ship, then there is not reason that a ship cannot pass through a debris field. Passing either could (and in the case of a ship definitely should) have an added penalty/cost associated with it. To me, the game just lacks a tactical field with being able to fly right past your enemy and do a 180 and shoot them in the rear, and it costs significantly less mobility to do so than flying around them too (5 points vs 8). I guess I'm in the minority when thinking about tactics and forming a wall, wedge, V, ring, or other formation so that you can minimize exposed surfaces of your ship and plan defensive measures (like counterfire weapons and shielding) appropriately as well as employ higher leave teamwork. How about giving debris fields some HP and the option to clear it by firing weapons at it? Maybe the HP is based on some fraction of the previous ship's HP (10% or so).