If they made it realistic then it would be completely boring, Never get close enough to see a star, or an emy ship. all you would ever see is stations and all else.
Well, I have yet to find a close binary starsystem in the bubble. Think of how much fun it is to jump into a binary neutrostar system that are so close together that you drop out of Frameshift immediately and your heat going up immensly. Now put something into the mix that contains sometimes weeks of exploration data and you can imagine what the problem is. Every explorer had those close calls some of them even fatal but they are indeed very rare as you need to fly not only into a close binary system but also those stars have to be in a rare stand to each other.
But lets say you make stars more dangerous lets say 1 in 1000 jumps get a random desaster, it won't be much of a big deal for a bubble pilot but for an explorer scanning 10000s of systems this event will occur and all is lost. Who will explore when he knows that his data will be lost anyway?
They're not more dangerous -- there is very little danger exploring outside the bubble, but a few wrong moves can wipe out (literally) months of progress. This may have been why stars got nerfed originally. IMO the element of danger should have been kept but with some way of mitigating loss of exploration data in the event of death. Long distance trips at the moment are more about maintaining your concentration (& sanity) than any real danger*
So yeah, make stars more dangerous but add some way of mitigating loss for explorers.
*(all the hull/module damage I seem to take when out exploring is due to becoming distracted and not paying attention during jumps.)
They're no more dangerous individually, but the potential losses from aggregated damage are greater for someone who's sitting on millions of potential credits in exploration data.
I think like many other ideas on here, people with one agenda are ignoring the rest of the community - if you think through the consequences, upping the danger to any extent will probably severely impact on those who wish to explore, by making it rather more likely they'll get killed and also by greatly slowing down their refuelling - whilst playing a game mode that is already, I think many would agree, a bit like watching paint dry! I do not think the perceived improvement to immersion would compensate for the loss of, or at the least nerfing of, one of the main player roles in the game.
Just my 2c of course.
Dave
That would be awesome. I'd keep passive scooping at a distance for those players who are risk-averse (especially explorers who have much to lose if they've been scanning for weeks or months) but limit it to a small fraction of the scoop's capacity. Have the scoop only reach its full rate if you're prepared to "fly the pipe, five by five" and dodge the prominences. It would make long-range smuggling missions more interesting too, if the odds of authority ships arriving were tied to the length of time you remain in a system. Do you hang around and slowly top up, risking interdiction? Or do you scoop-and-go, risking a fiery death?
I think you might have missed my other contributions to this thread if you think I want stars nerfed or something. I'm just saying that I fully understand why some explorers consider the current implementation of stars and scooping to be a greater cumulative "risk" to their profession than that of someone who sticks close to civilisation, if you define "risk" only in terms of loss of potential earnings plus insurance.So the solution ISN'T to prevent stars & scooping being more challenging/interesting/fun, the solution is to also introduce a challenging/interesting/fun mechanism to safeguard/regain the lost data, yah? Let's make the game MORE fun for EVERYONE, rather than keeping it safe and boring for everyone because that a small number don't want increased risk.They're no more dangerous individually, but the potential losses from aggregated damage are greater for someone who's sitting on millions of potential credits in exploration data.
See that sounds perfectly reasonable. If you're in a "world" where death means teleportation back to a station, it would make sense that exploration data might remain in a "black box" with a simple navigation system to bring it back toward the same civilisation (so it didn't fall into the same star you did). Of course that would mean you'd have to go looking for it, it wouldn't be where you'd left it (coz it's trying to "get home"), and someone else might find it, pick it up, and sell it. It might also have to be a "probe" or "beacon" that you have to DECIDE to launch before you die, meaning that you'd have to chase it down if you managed to survive. I imagine it'd have some sort of tracing system on it so you (AND others) could locate it.
I'm sure I can't be the first to have suggested this, but wouldn't it be great if explorers could fit their own black box that always survives ship destruction, so you could head back out to your last known location and have a fair chance of retrieving it? It could add additional gameplay elements too; advanced discovery scanners could be tweaked to detect other people's lost data, giving a sense of urgency to retrieving it before another explorer fortuitously stumbles upon it. And of course it would give pirates a good reason to go after otherwise-empty explorer ships as they crossed the twilight zone on the way back to civilisation. There are already "trade data" canisters in USSs, so it's almost as though FD toyed with this idea then dropped it.
I agree, the game should be more realistic.
It's kind of strange and immersion breaking that a ship would overheat from a bit of laser fire, but can take all the radiation from such a sun without shields (!).
But if I could also fit a modified ADS that could detect explorer black box beacons across whole systems, how fantastic would that be? Not only might I get my own data back, I might stumble upon other black boxes in other systems where fellow explorers have suffered a ship-planet interface malfunction. Equally I could get to my own crash site and find the black box empty, with its data already uploaded by another CMDR who passed through the system and found it first.
That sneak peek concept a couple of weeks ago, with an SRV approaching a data cache at a crash site, gives me great hope that this is ultimately where FD are trying to get with exploration. Having said that, FD have stated on multiple occasions that unsold exploration data cannot be retrieved from the server in the event of a crash (in either sense of the word) and is lost forever. If that's still the case (is it stored client-side? Seems exploitable) then maybe this is all a non-starter and the only exploration data we'll ever be able to salvage is the NPC RNG stuff we can already find in Salvageable Wreckage sites. That would be a shame.
I'd love for the ultimate implementation of this to be database entries for every lost PC explorer ship, similar to the first discovery database, that could be used by every player with an ADS to locate the black boxes -- and maybe even the shipwrecks -- of other less fortunate explorers. But I appreciate that the sheer volume of data involved might make this impractical.
[SUP]*I know there won't be an actual crash site rendered in the game, just in case anyone interprets it that way. But wouldn't it be cool if there was? (see last paragraph).[/SUP]
Still, with a blown canopy and no shields, you can absorb a large beam laser to the chest and survive... Helluva space suit.
The whole exploration data thing is too opaque. We know roughly (from the PG video) how First Discovery data is held in the S3 database, but we don't know how pending and unsold scan data is held. Is it client-side or server-side? FD's supposed inability to recover lost exploration data suggests the former, but that's a very uninformed guess. It looks to me as though scanned systems are held locally, perhaps as encrypted pointers to places "within" the PG galaxy that the player has scanned, and then "expanded" during the UC selling process into those text fields we see in the S3 database (after comparing to make sure no other player has claimed a given system first). Again, mostly speculation.Biggest problem I can see with this (otherwise very good and thoroughly enjoyable) idea is a technical one. While it's easy enough to generate a single random or mission site with a data package that you could pick up, keeping track of black boxes from every crashed explorer would put a HUGE toll on the servers, and that's even assuming that it only had to keep track of the ones who bought "special" ADS's. If it WERE to be implemented they'd have to include some sort of rapid decay system so you'd only have a few hours to go and get it or the game would come to a grinding halt in short order. Otherwise it's an idea that would really add to the (currently very limited) gameplay available to explorers.
Yeah. Why don't they make the entire ship out of that stuff?
Biggest problem I can see with this (otherwise very good and thoroughly enjoyable) idea is a technical one. While it's easy enough to generate a single random or mission site with a data package that you could pick up, keeping track of black boxes from every crashed explorer would put a HUGE toll on the servers, and that's even assuming that it only had to keep track of the ones who bought "special" ADS's. If it WERE to be implemented they'd have to include some sort of rapid decay system so you'd only have a few hours to go and get it or the game would come to a grinding halt in short order. Otherwise it's an idea that would really add to the (currently very limited) gameplay available to explorers.
It's a little more complex than that, because until exploration data is sold it has no value. What you'd actually have to store would include the locations (either as galactic coordinates or more likely some sort of pointer into the PG engine) of every body the player had scanned prior to crashing. As it stands such data is lost, irretrievably so according to responses from FD, when a ship is destroyed or something goes badly wrong with the client/server communication, which is thankfully very rare and hasn't happened in a while. Where this data is normally held, or in what format, or why it should be so volatile, is not clear.Remember, in the case of ED, you only need the location/orientation, the ship type/owner and the value of data stored (if applicable).
Technology so advanced so i can get to 40Km distance from black hole and not be stuck in time-space dilatation? Goodbye time-travelRemember, you're in the year 3300 in Elite. Just picture that technology has advanced since current-day.
It's a little more complex than that, because until exploration data is sold it has no value. What you'd actually have to store would include the locations (either as galactic coordinates or more likely some sort of pointer into the PG engine) of every body the player had scanned prior to crashing. As it stands such data is lost, irretrievably so according to responses from FD, when a ship is destroyed or something goes badly wrong with the client/server communication, which is thankfully very rare and hasn't happened in a while. Where this data is normally held, or in what format, or why it should be so volatile, is not clear.
It still feels to me as though this should be fundamentally doable though. It would definitely add a storage overhead to the system, but each black box generated is basically the equivalent of adding a player. And the system already scales to cope with that. Yes, people would probably try to break the system by repeatedly crashing ships but most of those ships would have little if any data on board, so each crash would at most be the equivalent of adding a newbie player. Ships that are destroyed with no unsold scan data (the majority of those in the bubble, I'd wager) wouldn't even need a black box of course.
If even that proves too much, do as you suggest and limit the number of black boxes per player. Worst case scenario it's one each, which means even if everyone has one black box on file that's the equivalent of doubling the number of players. If the system can't cope with that then we're in trouble.
Technology so advanced so i can get to 40Km distance from black hole and not be stuck in time-space dilatation? Goodbye time-travel![]()