Ok here's what I would like, starting with the key feature:
Any planet which has previously been discovered by another CMDR will have a colored thumbnail preview icon in the system map. ONLY planets which are completely unknown to anyone will have the black icon in the system map. So if the planet has a "first discovered by" tag in the system map, it will ALSO have a thumbnail preview icon. If you see a planet/body with a black icon in the system map, you can be assured that scanning it will get your name on it and a "first discovery" bonus.
Here's what you should "get" at each scanning level:
1) Level 1 Scan = Honk (any honk regardless of scanner type) gives you the locations of bodies in the system, subject to scanner range. They appear as "unexplored" in your nav panel and (if undiscovered by ANY cmdr) as black spheres in your system map. (Otherwise they appear as thumbnails as in current implementation).
Intermediate Discovery Scanner should have a SUBSTANTIAL range increase, to the point where it will hit the majority of bodies in the majority of systems, and the (still infinite-ranged) Advanced Discovery Scanner should be mostly pointless for most people, and only exists so that you can be 100% sure that you're not missing anything.
2) Level 2 scan (where you point your ship at the body) gives you thumbnail image of planet in system map, and all the pertinent information about orbital periods, planet type, etc.
3) Level 3 scan (where you point a detailed surface scanner equipped ship at the body) gives you *details* about the *surface* of the body you are *scanning*. SO: you get the fully zoomed in rotatable textured planet surface, plus info about mineral composition and maybe hopefully some MORE info like locations of POIs, etc.
INSIDE THE BUBBLE:
• If you purchase the system data for a given system, or scan the NAV beacon, you get all of the above info (All bodies in the system, their thumbnail previews, relevant information, and the zoomed in rotatable surface map. (except maybe POIs and mineral composition, which can only be acquired by fitting your own DSS and directly scanning the planet. Not 100% sure on this one and I'm open to different ways of handling it)
ENGINEERING:
Add blueprints for:
• Increased surface scan range
• Decreased surface scan time
You should be able to modify your scanners in such a way that the surface scans (where you have to point your ship at the individual bodies) can be done in as little as 5 seconds, OR from much further away at the current scan rate.
MECHANICAL CHANGES to Surface Scanning:
• The closer you are to a given body, the faster the surface scan goes. The 30 second wait time that we're all used to will be the maximum scan time at the outermost edge of the scanner's range. If you are right on top of the planet, your scan times will be extremely short.
• As long as you're within scanning range, locked onto the body, and it is in your forward field of view AT ALL, your scanners will activate and begin scanning the body.
• The more precisely ON TARGET you are (ie lining up the plant in your crosshairs), the faster your scan will go.
Here are some time benchmarks for surface scans using an unmodified(not engineered) scanner:
• Maximum Range, edge of FOV (ie not centered on target): 1 minute scan time
• Maximum Range, centered on target: 30 seconds scan time (ie what we have now)
• Right on top of the body (so close that the 3d rotatable textured preview in the system map is "worthless"), edge of FOV: 10 seconds scan time
• Right on top of the body (again at "worthless" range), centered on target: 5 seconds.
- The general experience should be such that you can fly directly towards one body and will generally end up scanning it much faster than the default 30 seconds, OR you can have a body targeted and still scan it even if you are not flying directly towards it so long as you keep it in your FOV (making it easier to do "sweeps" of bodies that are relatively close together)
- Credit payouts should be adjusted in a way that makes sense given these changes. If you have any objections or constructive criticism to my proposed changes I'd love to hear them but PLEASE do not bother bringing up Credits/Hour as a talking point. It's the easiest thing in the world to adjust and it's never a good reason to hold back mechanical and tactical depth.
WHY do I want this:
1) It's doable. This is meant to be the "low imagination, low effort" path towards adding mechanical depth to the exploration and scanning system. I would LOVE to see a complete trashing of the current system and a rework from the ground up. However we all know that this is impossible. The proposed changes are in keeping with Frontier's preferred method of development, where they tweak numbers and add/remove timers here and there. The proposed changes above would be comparatively easy to do and would not require the development of any new assets or unique play mechanics. If they can tweak heat weapon damage endlessly, they can do this.
2) It's reasonable. It validates the existence of all the different scanners and gives appropriate actionable information at each scanning level.
3) It's fair. Most players will have access to most of the features of the system map most of the time without having to do anything. Within the bubble you will usually have all of this information "for free." Outside of the bubble it becomes an intersting mechanic which requires you to make MEANINGFUL decisions about how you outfit your ship and then how you choose to spend your time and attention in any given system, with appropriate rewards (not just credits) for different approaches.
4) It's fun. It adds a layer of depth to moment-to-moment decisions making while you are scanning bodies, it allows for a wider range of strategic thinking at all levels of exploration, and provides an enticing layer of mystery where appropriate, without excessively locking features away from players who are not interested exploration.
5) It's coherent. All of the scanners would do exactly what it sounds like they should do. All of the scanning levels would accomplish exactly what you would intuitively expect them to accomplish. All of the scanners would have a use and a role. Compare this to the current implementation, where the Advanced Discovery Scanner is the "I win" button, the Intermediate scanner is totally pointless, and the Detailed Surface Scanner has no gameplay use at all other than to increase credit payouts.