We did the math, including one working PhD IR Astronomer, and my own BS in astrophysics self. Even assuming insanely optimistic directional radiators (you have to know exactly where the enemy is to use them ) Ships making megawatts are easily visible to any sensor array (we were also incredibly optimistic in making the sensor LESS capable to try and make stealth possible—we literally called the sci-fi sensor a small, CURRENT telescope and detector (CCD)) within many light seconds. Millions of kilometers.
They are plainly visible with the same sensor arrays even from just the ~20°C hull holding humans at huge ranges.
The plus is that game designers really don’t need to concern themselves with stealth.
I think from a gameplay perspective, the way you can or cannot see the enemy in the setup of a battle is fine. If you can see them, then you can see them, and if you cannot, they have not “jumped in” (whatever the FTL is in game), or perhaps they are farther away and some how masked.
In order to hide behind planets or stars, the game scale would have to be VASTLY larger. If the game scale was actually meters, then the tribe weapons should engage at some multiple of current naval gun ranges (which are ~40km for a battleship gun). 40km in game scale is a range of 40,000. Lasers NOW can address orbital/suborbital targets—so game ranges of say 300,000, and missiles can go 1000s of km (a range of say 10,000,000+ in game terms).
Up the game scale to that sort of number and it’d be really cool, actually (it would be like early B5 where the Narn CA fires just to one side of a planet, then they cut scene to the centauri ships getting cut in half. I love that look.