I have not fleshed out the idea completely yet. There are many ways to play around with this sort of idea.
To the realism, not finding your opponent is the most important and realistic part of naval warfare missing in axis , and it is why subs are not used as much as they where historically.
I would set it up so that both Player A and Player B search, and they both have the ability to find, and how “well” they find makes a difference. Lets say Player A need a 5 to find, and player B need a 4 to find. Player A would get 4 points for rolling a 1, 3 points for rolling a 2, etc, while player B would get 3 points for rolling a 1 (4 to find - 1 on the roll). The player with the most points can be the attacker, if you have at least 2 points more than the opponent, you can chose to have a all guns combat even if planes are involved (bascically regular fleetcombat). if you have 2 points more than your opponent, and your opponent finds, you can chose to evacuate the zeasone (to an adjecent seazone). if you find while your opponent does not, you can chose either to evacuate the seazone, or to stop one of your opponents planes from attacking for each point of difference.
Some sort of system like this would work.
if noone finds, there is no combat and the attacking fleet can still do an amphibious assault.
If I am to flesh out this idea much more than this, it should go in the houserulessection :/
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