One of the most fundamental rules in gamedev is to optimize the bejeebers out of your algorithms by exploiting all possible constraints your gameplay defines - this is the main reason that you don't see wildly different games built on top of any given companies game engine, they've exploited their constraints so efficiently that they can't deal with anything that isn't within these constraints.
That said, you said that units move in straight lines - and you say that players can 3000 units - even if I assume that's 3000 units for eight players, that's 375 units per player, so I think I'm safe in assuming that on each step of game play (and I am assuming that each step involves the calculation you describe above) that more units will not change their direction than units that will change direction.
So, if this is true, then you want to divide all your pieces into two groups - those that did change direction in the last step, and those that did not.
For those that did, you need to do a bit of calulating - for units of any two opposing forces, you want to ask 'when will unit A see unit B given that neither unit A nor unit B change direction or speed ?(you can deal with accelleration/decelleration, but then it gets more complicated) - to calculate this you need first to determine if the vectors that unit A and unit B are travelling on will intersect (simple 2D line intersection calculation, combined with a calculation that tells you when each unit hits this intersection) - if they don't, and they can't see each other now, then they never will see each other unless at least one of them changes direction. If they do intersect, then you need to calculate the time differential between when the first and second unit pass through the point of intersection - if this distance is greater than the LOS range, then these units will never see each other unless one changes direction - if this differential is less than the LOS range then a few more (wave hands vigorously) calculations will tell you when this blessed event will take place.
Now, what you have is a collection of information bifurcated into elements that never will see each other and elements that will see each other at some time t in the future - each step, you simply deal with the units that have changed direction and compute their interactions with the rest of the units. (Oh, and deal with those units that previous calculations told you would come into view of each other - remember to keep these in an insertable ordered structure) What you've effectively done is exploited the linear behavior of the system to change your question from 'Does unit A see unit B' to 'When will unit A see unit B'
Now, all of that said, this isn't to discount the spatial data structure answer - it's a good answer - however, it is also capable of dealing with units in random motion, so you want to consider how to optimize this process further - you also need to be careful about dealing with cross region visibility, i.e. units at the borders of two different regions may be able to see each other - if you have pieces that tend to clump up, using a spatial data structure with variable dimensions might be the answer, where pieces that are not in the same region are guaranteed not to be able to see each other.