The Hollow Box

Do you agree that all a hollow box should mean is that a ship has been scanned?

  • Yes

    Votes: 43 27.2%
  • No

    Votes: 115 72.8%

  • Total voters
    158
  • Poll closed .
Well.. it would certainly cut down on players talking to/interacting with each other.. Because I'm not going to start attempting conversations with every NPC just to find out if they're human.. So no, definitely not.
 
Well.. it would certainly cut down on players talking to/interacting with each other.. Because I'm not going to start attempting conversations with every NPC just to find out if they're human.. So no, definitely not.

The idea is you'd know once you did a passive scan on them. Never mind.
 
Well.. it would certainly cut down on players talking to/interacting with each other.. Because I'm not going to start attempting conversations with every NPC just to find out if they're human.. So no, definitely not.

Idk, I send a generic 'hello' to anything nearby anyway - not really trusting the radar to function (as it goes, it doesn't always tag a ship that is shooting you as an enemy either - even if they've been firing at you some half a minute or so... which is, in the least, annoying).

But what comes to the hollow boxing to separate scanned/unscanned - I'd rather keep the radar as it is now and put a marker in contacts list next to targets you've scanned to make browsing the list swifter. In busy places, for example comp.nav beacons, the list can contain a heck lot of names... lots of re-checking at times as names get populated when either you scan them or they scan you... Would be nice to see with a single glance at the list whom you've scanned already.
 
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Well.. it would certainly cut down on players talking to/interacting with each other.. Because I'm not going to start attempting conversations with every NPC just to find out if they're human.. So no, definitely not.

Local Broadcast: Hello! - Problem solved.
 
Ah, well, if that's your problem, there is a thing that can help with that if you want. Look at it like this:

You see, all us players, we are all part of the "Elite", members of the Elite Federation of Pilots. Yes, even the n00bz. NPCs are not as awesome as we members are. The EFoP don't lay down too many rules, its mainly a rating agency and social club combined, although we are all meant to be superb pilots, much better than the hoi polloi.

Our scanners are capable of identifying other members of the EFoP for us. Letting us know we might be attacking one of our own - although the EFoP, while frowning upon this sort of activity, does not actively punish it. After all, its a dog eat dog galaxy out there.

How's that? Immersion restored?


This.
We are not civilians anymore like the npc's.
We were chosen. So yeah, read the lore, it will make sense.
 
My career had been mostly exploration. I love seeing other commanders in open, as it is a rare experience. Even tonight trading I haven't seen another human in my 5 hr session. So I say keep the hollow box. The game is empty enough even when we can identify other humans.
 
I wish there were no hollow boxes (or that all a hollow box stood for was that a ship had already been scanned). Do you?

I suppose that might come in handy keeping track of wings in an RES that I will engage later or something. Definitely not an A1 priority though.
 

Robert Maynard

Volunteer Moderator
NPC and commanders should not be different in the radar signal. I never understood that mechanic.

It stems from a need to be able to identify players in a multi-player game - otherwise all ships would look the same and players would not know if there were other players around them.

From the Kickstarter FAQ thread here:

How does multiplayer work?
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.​
 
Ah, well, if that's your problem, there is a thing that can help with that if you want. Look at it like this:

You see, all us players, we are all part of the "Elite", members of the Elite Federation of Pilots. Yes, even the n00bz. NPCs are not as awesome as we members are. The EFoP don't lay down too many rules, its mainly a rating agency and social club combined, although we are all meant to be superb pilots, much better than the hoi polloi.

Our scanners are capable of identifying other members of the EFoP for us. Letting us know we might be attacking one of our own - although the EFoP, while frowning upon this sort of activity, does not actively punish it. After all, its a dog eat dog galaxy out there.

How's that? Immersion restored?


If this was the case why are NPC ships ranked with the EFoP ranks? EFoP is also responsible for handing out bounties when members attack other members.

The Pilots Federation’s zero tolerance policy of dishonourable behaviour amongst its members is enforced by a system of bounties automatically placed on the heads of transgressors. This built a galaxy-wide respect for the badge, which then started to be worn with pride by members. However, the organization’s official adoption of the 9-level ‘kill tally’ ranking system (Harmless through to the coveted Elite status) ensured the Pilots Federation retained a level of blood-thirsty notoriety.

From http://elite-dangerous.wikia.com/wiki/Pilots_Federation

By the established lore I would say that all ships we encounter in-game are actually members of the Pilots Federation, NPC or otherwise.

But back on topic I would have to disagree with removing the hollow box icons. It makes me feel warm and fuzzy knowing that I am actually playing a multiplayer game when I spot hollow boxes, without the hollow box I would feel forever alone.
 
I strongly disagree with this. I too get the fuzzy feeling when I jump into a system and see some hollow boxes. And if I'm hauling goods, it lets me know I need to be very cautious and watch for anyone trying to get on my tail (who would actually be a threat). And if this is supposed to act as some deterrence to griefers, I don't think it's an effective one. If someone is looking for someone to harass, it's not that difficult to just head to a known populated area and start scanning for cmdrs. A group this would have a negative impact on is legitimate pirates who might be hanging out on rare trade routes or any place where there may or may not be players present.

As for the immersion aspect, that's a little ridiculous. System authority has their own color square, as do wingmates and hostiles. The hollow square is reserved for members of the pilots federation (players) and the solid square is reserved for regular joes with names like Gigglesnork that say things like "I'm gonna boil you up." It would not make any sense lore-wise for our ships to not be able to distinguish between different types of ships.
 
I strongly disagree with this. I too get the fuzzy feeling when I jump into a system and see some hollow boxes. And if I'm hauling goods, it lets me know I need to be very cautious and watch for anyone trying to get on my tail (who would actually be a threat). And if this is supposed to act as some deterrence to griefers, I don't think it's an effective one. If someone is looking for someone to harass, it's not that difficult to just head to a known populated area and start scanning for cmdrs. A group this would have a negative impact on is legitimate pirates who might be hanging out on rare trade routes or any place where there may or may not be players present.

As for the immersion aspect, that's a little ridiculous. System authority has their own color square, as do wingmates and hostiles. The hollow square is reserved for members of the pilots federation (players) and the solid square is reserved for regular joes with names like Gigglesnork that say things like "I'm gonna boil you up." It would not make any sense lore-wise for our ships to not be able to distinguish between different types of ships.

System authority have their own color square? I don't think so. Your reputation with different factions is what you're talking about, I presume. That can alter things... Also, what's our scanners being able to distinguish what type of ship we are looking at have to do with the topic at hand. What we are talking about is distinguishing between pilots (human or NPC). Disagree if you like, but it IS less immersive by far the way the hollow box works. All it tells you is that you have some other human playing the same game as you. Humans and NPCs share the same ranking qualifiers as well as have access to the same ships. It's one of the most immersion breaking elements of the game and it seems to me from the majority of responses that it's there mostly because players are afraid of each other. Ridiculous, but I can accept the obvious and glaring flaw in design. Perhaps if one day they implement persistent NPC characters those can have hollow boxes too.
 
System authority have their own color square? I don't think so. Your reputation with different factions is what you're talking about, I presume. That can alter things... Also, what's our scanners being able to distinguish what type of ship we are looking at have to do with the topic at hand. What we are talking about is distinguishing between pilots (human or NPC). Disagree if you like, but it IS less immersive by far the way the hollow box works. All it tells you is that you have some other human playing the same game as you. Humans and NPCs share the same ranking qualifiers as well as have access to the same ships. It's one of the most immersion breaking elements of the game and it seems to me from the majority of responses that it's there mostly because players are afraid of each other. Ridiculous, but I can accept the obvious and glaring flaw in design. Perhaps if one day they implement persistent NPC characters those can have hollow boxes too.

If we really want to talk about breaking immersion there are dozens of things in this game that break immersion. Things like jumping into SC and seeing no persistent NPCs is like going through a ghost town in a system with billions of inhabitants. I don't think removing the hollow box is really going to make much of a difference when you put things in perspective. At the end of the day the only argument I see having much merit is one of balance. You could argue it's unfair to traders for pirates to see them right away and that's about it.
 
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