Alien archeology and other mysteries: Thread 9 - The Canonn

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Has anybody else noticed that the ruins are quiet today, they no longer "sing". however if you go above 4km, on any of the systems bodies you here you hear the "singing". One notable observation Merope is at a zinith of 90 degrees on the opposite side of the planet, ie hover above the ruins at select Merope your facing straight down.

That is interesting; Merope again seems relevant.
But I wish you'd post a video with this singing so I can hear it for myself.
 
So everyone remembers that there's something inside the relics right? (Can't remember who posted it originally, and it'll be buried so far back in the threads I'm not going to try and find it!)

Anyway, I thought I'd take a look at it last night and bring it back up for the group as I'm sure quite a few people will have missed it and I don't remember any real follow up on it in the first place.

This probably* doesn't lead anywhere, but who knows. There's a possible hint about "what's inside", and I brought this up at the time but it never went anywhere:

https://forums.frontier.co.uk/showt...9-The-Canonn?p=5010872&viewfull=1#post5010872

Anyway, the possible hint is:

"It is beautiful to behold, but beyond that - what secret does it contain?"

It's from the market description of the relic, see: http://i.imgur.com/bv3kfk7.jpg

So as far as I can tell it contains an icosahedron which in turn has another shape inside it. The other shape could be a sphere/spheroid or a polyhedron with a large number of sides.

Pics or it didn't happen and all that... Enjoy! :)

http://i.imgur.com/x6ZKMo9.png

http://i.imgur.com/fqqAg6E.png

http://i.imgur.com/GbdVYWu.png

http://i.imgur.com/rFIbBs0.png

http://i.imgur.com/WQJG2OZ.png


*ok, almost certainly! :)

The contained shape looks to me more like a buckyball structure
 
The problem, even if there is still a puzzle to solve in the ruins, we now have a front page with probably a high level of false information due to open/pg not working as intended, not just one red herring, but a whole damn school of them.

Who said its false information? I think we are supposed to get all this information in Solo mode but we haven't figured out the mechanism to get beyond the basic 13, whereas that is happening fortuitously in open/pg modes.

- - - Updated - - -

Hi Again..
Wanted to post a picture, but as this is my first post.. a lot is going wrong I guess... Images will not upload/post
Feel like a Noob (because it is true :) ) ..sorry for spam..

I love this community... thank you for are great time! first step in turning the glyphs into pictograms... Just connecting the dots, and altering the visual apearence. Seems like the negative space (blue) in the glyphs are the most interesting shape.

http://imgur.com/a/j4wb9

HI! love this community... thank you for are great time! first step in turning the glyphs into pictograms... Just connecting the dots, and altering the visual apearence. Seems like the negative space (blue) in the glyphs are the most interesting shape.[/url]
HI! love this community... thank you for are great time! first step in turning the glyphs into pictograms... Just connecting the dots, and altering the visual apearence. Seems like the negative space (blue) in the glyphs are the most interesting shape.

Good thought, but it doesn't suggest anything to me.
 
I'd put good money on 2.3 coming with some sort of planetary bookmarks. It was, after all in the PS3 teaser trailer (along with multicrew and maybe even standing on your bridge)
 
While intriguing, can we really consider it to be a good and reasonable gameplay mechanic to hide a lead which can only be seen with a help of what essentially is a leftover of debug tool (free camera)? Because you cant really see it that well from a standard scarab view. If answer is yes, then it would really sadden me :S


Sorry for raining on parade, but sitting and analyzing this and other "puzzles" we had, I have to agree that too often after a period of ripping hair off on forums and wasting a collective brain power that could probably provided electricity for a small village for a day, we often end up with a CG of some sort to move forward. Which indeed feels like most of the "puzzles" are unsolvable and are here to simply promote metagame on forum, which in turn reminds me of ppl who would make deep crazy theories about certain scenes and their meaning in sci-fi movies, and then demand answers from producers about certain scenes, etc, while in reality most of those film scenes were never containing any sort of mystery, and were only meant to look cool. But ofcourse producers will never admit that, and then will just play along a theory that looks best, and make statements about this and that, further promoting tinfoil-hatting among its fans. More often than not ED feels the same. Maybe there are really no puzzles for the most of the time, and those puzzle exist only under tinfoil of our hats, and after banging those heads agaist yet another "puzzle", we then get a grindy CG with a clue and move on.

Sorry for ranting, but the feeling of disappointment I got after new ruin CG has started had only been growing. And as merited as it is that ppl still try to decipher ruins in search for new locations, I am being more and more convinced that there is no spoon puzzle, and we just being stalled by forum metagame while FDev slowly adds minuscule bits of new "mystery" content, dragging game events out. With that in mind, I think the lack of proper exploration tools is clearly on purpose, because most likely there is simply nothing out there to explore :(

Don't worry bud, you're not raining on my parade (See the *d bit of my post)! :) Besides, it's not even my parade, someone else spotted it in the first place.

Anyway, IIRC the first image is taken from above the relic, not inside it, so you would also be able to see it from a ship, and should be able to see it from the SRV with the right positioning.

If, (and obviously it's a big if), the description is actually a hint to look inside it, then it wouldn't really work if what was inside it was clearly visible and could be spotted easily.

No worries about the ranting, I've heard worse and it's not against me anyway! :)

Don't get too disheartened by the puzzle side of things mate. It's not primarily a puzzle game and it's a side of the game that's still in its infancy compared to the core space trading & combat simulation which has basically had 30 years worth of development. As someone who loved the original Elite and then had to suffer the travesty that was the changed flight mechanics in Frontier, trust me, they're doing a pretty good job of bringing in these aspects to the game. Just don't expect perfection, FD are human too! :)
 
While intriguing, can we really consider it to be a good and reasonable gameplay mechanic to hide a lead which can only be seen with a help of what essentially is a leftover of debug tool (free camera)? Because you cant really see it that well from a standard scarab view. If answer is yes, then it would really sadden me :S


Sorry for raining on parade, but sitting and analyzing this and other "puzzles" we had, I have to agree that too often after a period of ripping hair off on forums and wasting a collective brain power that could probably provided electricity for a small village for a day, we often end up with a CG of some sort to move forward. Which indeed feels like most of the "puzzles" are unsolvable and are here to simply promote metagame on forum, which in turn reminds me of ppl who would make deep crazy theories about certain scenes and their meaning in sci-fi movies, and then demand answers from producers about certain scenes, etc, while in reality most of those film scenes were never containing any sort of mystery, and were only meant to look cool. But ofcourse producers will never admit that, and then will just play along a theory that looks best, and make statements about this and that, further promoting tinfoil-hatting among its fans. More often than not ED feels the same. Maybe there are really no puzzles for the most of the time, and those puzzle exist only under tinfoil of our hats, and after banging those heads agaist yet another "puzzle", we then get a grindy CG with a clue and move on.

Sorry for ranting, but the feeling of disappointment I got after new ruin CG has started had only been growing. And as merited as it is that ppl still try to decipher ruins in search for new locations, I am being more and more convinced that there is no spoon puzzle, and we just being stalled by forum metagame while FDev slowly adds minuscule bits of new "mystery" content, dragging game events out. With that in mind, I think the lack of proper exploration tools is clearly on purpose, because most likely there is simply nothing out there to explore :(

I don't think FD are being dishonest in this, if I did I would permanently leave the game in disgust. I think the ruins are soluble but we just haven't done so yet. To prevent this becoming a total blockage to the storyline development then FD have to resort to drip feeding us clues but think we should work for those, hence the latest CG. I have no problem with that, I just wish they would improve their software testing procedures, be a little bit more forthcoming when things aren't working properly, stop giving out information in livestreams and instead make consistent and improved use of Galnet since that is the one in-game information dissemination mechanism we have.
 
Guys n Gals

Maybe we should put our heads together and try to let FD know what we think a good discovery tool system would look like.

Here is my .02 cents. It leans to extremes, I know, but some brainstorming on this subject would help the devs see what sounds good to us so they might be able to find some middle ground that most of us would like.


FD prides themselves on a huge realistic galaxy so then it lends itself to the explorers in a big way. If they want that element to actually be useful as game play, explorers need more than there is in the way of instruments and scanners or tools for discovery. I don't expect everyone to understand or agree with this sentiment but I believe most who call themselves explorers would welcome a way to expand their game play in this way.


This is what I thought of when pondering what tool or mechanic could make the game interesting by way of giving ships active and passive sensors for exploration use. It is basically i tool that could be passively monitored or actively transmitted through all known major bands of wave lengths. From low audible tones to gamma ray bursts.

Here is a diagram of the entire spectrum
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https://drive.google.com/open?id=0B3ubDtWBAA8vR2VjR0hBLU8wQzA

Many great sci fi media use scanners of these types as it relates to real science as we know it. Sorry but the pics stopped working but you still can click the link.


First may I suggest that there be more variety regarding scanning modules. It would be logical that an ADS & DSS single module could be available for a size 2 or 3 slot. Also it is puzzling that larger ship sensors are so big and heavy yet do no more functions than a smaller ships sensors.

Given some thought I will try to convey my real life experience in "discovery" as an EMC technician. I have used a few types of test equipment to track down sources of emissions, mostly RF (radio frequency) from 100Hz to 80GHz. All emissions of course are directional and probes of different kinds detect them.

The same principal can be found in endless Sci Fi media as well as real life. This is sort of in the game now with the scanners but only ,get close and scanner works, type function. It would be much more true to science to have a 'frequency domain' type analyzer like a spectrum analyzer that we use today.

Here is an example of this type of display that might show quite a few signals in different wave lengths but in the same band relatively.
XxmiAOJ0FZLQiydasEvPXxkio33OiLZ4-DeTsfZhKCz2V0ao479N-7uTJbe06Lnkjh90zZYJhnbn06k=w1039-h615

_omZBXnHtQ3_8nM_rRtqH_3732goDGcSc5HyQfSyeFGo2bMyxwypevCH96izt-BGZpxmYV5A_EUkTEM=w1039-h615

https://drive.google.com/file/d/0B3ubDtWBAA8vck53TGpfYUpyZUU/view?usp=sharing

This is an example of some mixing of a few signals that likely are related to each other. A different band would be a nice feature. Bands could be segmented into 5 to 25 whatever makes sense to represent all the possibilities explorers might come across.
35iGvp7INQqz7Z5_2Ghxv5V16ijwKbqhE73SkauZhrW7f5EtJfheUmVbOWN9D2F39QMsu6uVDAMZyQY=w1039-h615

https://drive.google.com/open?id=0B3ubDtWBAA8vSG1zRVNvby12OXM

https://drive.google.com/open?id=0B3ubDtWBAA8vRHhMOUJsOFczMFU

This screen is an example of the noise floor which may be greater or lesser depending on proximity to the source as all signals will change amplitude relative to an explorers position.
njG8RnnjSirIDtvlrYLKStyxiRUTStgDP05WVTs6L4jK4VV0ktAB9ihbD56FTiRsTEbUopsmk-U4oPo=w1039-h615

https://drive.google.com/open?id=0B3ubDtWBAA8vQmVhcno5SkJOWFE

This is a bit more detailed digital type display with harmonics tapering off to the left, and a unrelated strong signal in the center. These are probably a bit to detailed for in game use but with in game elements sorted into different bands a tool like this would be not only engaging but can inform you of all sorts of things that cannot be seen with eyes just as in the real science of radiating wave lengths.
qnPkCaW0FpPT_WY78j4Ic8BrpxQwa6F9GHYzt_h5_SkF3STcx-wUdj_Xl7AQGe7wu3Ayn5tKo1HJuXw=w1039-h615

J7jxjFOHRVtnMGweqsnJzU2H-FBqCCHMC-0goBZ2DkyQGbTzc-lM5F1Qh_1qZslXQgAUlwteOZOvY9A=w1039-h615


As of now we have almost no tools as explorers to discover things (non stellar body) in a system. I know that the spawning element of the game presents a problem with my proposed mechanic, but there are already quite a few persistent POI's in game as well.

I would imagine that in 3302 that ships would be able to equip a scanner with a FFT type frequency domain display that could detect all wave lengths and a small hud window that would be a main element of such a discovery tool.

In regards to assigning wave lengths it should be fairly simple because we can refer to what we know about real astronomy and give stellar objects a rough pattern of a real anomaly.

Audio is also an aspect that can add useful and interesting dynamics like the SRV scanner has. These are the things we use today to explore the space around us. Would it not be cool to do the same in your ship where ever you go?

Oh, and how do we discover other life forms? With these same tools today like SETI. So instead of just traveling to a place we can keep a ear and an eye on a realistic 3302 ship scanner.

The principal is simple, the closer you get to anything the higher the signal would be. Yet there is always a background noise floor from stellar bodies. This noise is greater in amplitude than smaller things to be discovered until a pilot is close enough. This is where discovery becomes interesting. Having to track down a signal in the noise.

Different materials, crashed ships, distress beacons, anything would naturally have a different frequency and amplitude ie beacons vs materials, or react when hit with active probing scan.

This would be a much more engaging way for explorers to discover things in game in a realistic manner. A player would (like with the srv scanner) gain an understanding of what signals in the spectrum are likely to be. Player could focus on a chosen signal, follow it as it rises in amplitude until the general area of the source is found.
In space there might be little background noise so the signal could be found easier than say on a planet which would have more background noise,thus more difficult to pinpoint.

Then the srv would come into play. The ship sensors would normally be too sensitive and overloaded with many signal sources aside from a transmitter like an operational beacon.

To me this realistic type of mechanic could be a great foundation to build exploration on. I know that this might require more persistence but the gain of engagement and realistic type of discovery could be so worth it. Like focusing on escape pod signals in deep space and bringing a pilot back to life, who would be grateful and reward you or even join your crew out of respect and loyalty. [cool] As the player you might feel like 'It took me hours to track your signal down, I almost missed your signal completely and so on.



Now how this could be used in puzzles could be like a passive scan to analyze and attempts to get different responses from objects or anomalies. Different energy bursts like a certain visible color of light plus a tone may trigger a reaction. Like in Close Encounters, communication was attempted by a computer linked to different audio tones and colors of visible light. These are realistic forms of interaction or communication that could provide interesting exploration game play.

Now there are also other uses for an active array that can transmit. A gamma ray burst could realistically do some serious damage to some objects or a burst at 2.4Ghz would tend to heat up anything containing water as microwave ovens do in reality.

The possibilities of such a scanner array become endless, and depth to exploration much greater.

Now let me try to convey how a complete system might work. First POIs can be scattered across large areas of space these could be persistent or spawned ether way I would think. These objects could be repeater beacons in space, (they receive and re transmit maintaining data integrity) combat aftermath, high grade emissions, whatever floating in space the debris would be detectable (with the dynamic sensor type I outlined) from long range in a system if you get within say a few thousand Ls. On planets POIs it would be logical to have to get closer due to more background noise. These sources could be wrecked ships, downed probes, beacons, whatever makes sense that might have information to be collected or things to be picked up.

These many different POIs would hold a small piece of information that would lead to an answer to a puzzle. There could be many different POIs that are scattered all around the bubble or whatever makes sense with the same part of the large complex puzzle. So lets say there are 20 pieces to this puzzle and scattered around a large area there are say maybe 50 POIs that hold the same piece of the puzzle so scattered across a large area there are about a thousand Persistent but mostly generated pieces to the puzzle. An interesting complex puzzle could be broken into say 20 or 30 pieces.

I like one of the new things I heard about some recent discoveries, in that Professor Palin (some science figure not affiliated and bias toward any faction) was being sent discovered objects for analysis. Yes!! This is a great type of in game central hub for CMDRs to bring information and objects to be analysed. One should be monetarily rewarded and get to see pictures and a summary of how the puzzle is coming together.

Now this way the hardcore crowd could try to figure it out by themselves and more in game type players could visit the designated science hub person that is also working on the puzzle.

Now you presented a good question about how a complex dynamic scanner array would work in regards to exploring and finding things and interacting with objects.

This is a question most worth getting educated (to the scanner functionality) explorers together for to find a common ground that is not to easy and boring and not to complex and time consuming.

I will give what I think is most logical but I know opinions may vary widly on this.


As far as the scanner I would expect the ships computer would have to get a little smarter and more functional. A CMDR would also have to learn how to use the scanner as well. First I would break the entire spectrum into parts, from low to high. First we have audible range from say 20Hz to 10Khz, then radio from 10Khz to 100 or 200 Ghz, Then Infrared, then visible colors or light, then ultra violet then x rays then gamma rays. Now given that todays science does not know about everything like how gravity actually works. There is certainly the unknown ED energy possibilities as well that could be thrown in too.

Now the way I imagine it to work is a window about the size if a UI window that would sit above the right side UI panel and the controls for the scanner would be in that UI along with stats and functions ect. The controls of the scanner would keybindings for scrolling through the different bands and focusing on a particular signal being received. The ships computer should be able to tell you a very basic probability of what might generate a type of signal. Just a simple "most likely from natural source, or natural metallic, synthetic compost metal, unidentifiable, does not match any known anomaly, ect. Maybe 10 different types of signal groups that the computer can give very basic info on. Or a CMDR could experiment and learn it all on their own through investigation.

Once a signal is focused on the picture of your ship that shows incoming fire hitting your shield would illuminate to which direction a signal is coming from. Then you can track the signal to close to where it is coming from. If it is something floating in space you would go directly to it and scoop it or scan it (more on the active scanning later). If the source is on the surface of a planet you could get within 1 km per say (because a lot of surface objects would make objects besides an active transmitter difficult for the ship to pinpoint something) and get in the srv and look for it. Now this would I think require the ability to find a POI and kill it's signal when you are right next to a POI and pointed at it. If you are not able to wipe POI signals from your scanner I often end up coming back to the same thing and just complicates a search. It would also be good to give the srv an active scanner like the ship to interact with objects and to find them.

Now the active part of a scanner would be interacting with objects with different types of energy through the spectrum. A CMDR would have the passive window on display watching for emissions from an object while the active screen would be located above the passive window. This could be called the trying to communicate or interact with an object mode. There could be a sweep function to have the ships computer sweep through a energy band and the passive window is watched for responses of different types. Though different experiments there would be the possibility of an interaction to collect data trigger something, or all sorts of reactions. Which you could pass on to a scientist or whatever.

I would say it would be good design to have a basic function like tell the computer to sweep through all known energy bands and report any anomaly. That way a CMDR would not be wasting time trying to get a response when there is none to be had.

In regards as to successfully triggering the desired response it could be like marking a spot in the active window of a few places in different band windows and just transmit or it could be a more complex triggering transmission based on analyzing the initial response, And formulating a particular message. I can imagine an interesting mini game could be developed if desired. Or the computer could take over and translate things for you, and store the information to take to a scientist.
 
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Don't worry bud, you're not raining on my parade (See the *d bit of my post)! :) Besides, it's not even my parade, someone else spotted it in the first place.

Anyway, IIRC the first image is taken from above the relic, not inside it, so you would also be able to see it from a ship, and should be able to see it from the SRV with the right positioning.

If, (and obviously it's a big if), the description is actually a hint to look inside it, then it wouldn't really work if what was inside it was clearly visible and could be spotted easily.

No worries about the ranting, I've heard worse and it's not against me anyway! :)

Don't get too disheartened by the puzzle side of things mate. It's not primarily a puzzle game and it's a side of the game that's still in its infancy compared to the core space trading & combat simulation which has basically had 30 years worth of development. As someone who loved the original Elite and then had to suffer the travesty that was the changed flight mechanics in Frontier, trust me, they're doing a pretty good job of bringing in these aspects to the game. Just don't expect perfection, FD are human too! :)

Are you inferring that the comms network is in the shape of an icosohedron? 20 faces so how many vertices? (Been awake sine 4am, getting a little tired). That is a lot more ruin sites to find-we would definitely need some good clues where to look (and a decent surface scanner!), but I suspect there are only 2 or 3 more to find and we should be able to get 36 messages from the one we do have in solo mode.

Edit: since we do have the full 36 message set from this site then we should concentrate on finding the clues to the other two sites.
 
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Hey guys, I have a theory. The shape of the site and and the formations of the obelisks contain a hidden message. I was researching ancient languages (side note: ancient sumarians glyphs look similar to some of the obelisk formations)came across this website http://winklerwordart.com/signalglyph.html it is some pretty long and deep reading and I couldn't make sense of it all myself, but I thought it could be relevant and maybe a more knowledgeable cmdr might be able to piece something together.

http://winklerwordart.com/FormsofLanguage1 ok so this explains it simply(ish). It gets really interesting around the 3rd page. I think using the position of the obelisks and/or the pillars could give us the points we need to decode the word or message. The ruins themselves form a pentagon shape like shown on page 3. And the structures along the walls of the ruins kind of resemble markers for where letters could be.
 
Since we will hopefully soon get the Alpha or Gamma site from the CG, I applied the item combo prediction algorithm on those as well. There is no guarantee that it will be correct, but I think it will be a good starting point.

Here is the current version, with corrections and comments for mismatches:

NMB1j9a.png
 
Yes I agree there are other Guardian ruins sites on other planets (at least 2 more & possibly 3 since there was also the Guardian homeworld). I think the message that 3 arc ships were sent out tells us that. The point of my post that you quouted was that I think there is a way in solo play to find all 36 messages on this planet that have been inadvertently disclosed in open/pg by what is apparently a bug. The way to find the rest of the data from this site (beyond the basic solo 13 messages) must relate somehow to what people are doing in open/pg.

Ah yes, I had understood. The point I was making (which I might not have expressed particularly clearly) is that I think there's grounds for the possibility of there being much more than just 2 or 3 more sites. Don't get me wrong, I'm not saying there definitely are more sites I'm just saying there's reasons I've seen, other than the scan numbers, to indicate there might be.

I'm also not saying you're wrong about all the scans being accessible in solo! - I'm actually still actively trying to unlock the extra scans in the current site in solo. :) Last night I tried blowing the shielding bits off from around the relics but leaving the relics in place to see if that had any effect. Nada. I agree that if it's possible to unlock the other scans in solo then it must relate to something players are doing in open/pg, but I can't really think of anything which could be simulated in solo so am basically trying anything else that comes to mind.

Just discussing possibilities really. Hope it didn't come over in a negative way. :)
 
That is interesting; Merope again seems relevant.
But I wish you'd post a video with this singing so I can hear it for myself.

sorry I'm new to all this, I'll try and get it set up tomorrow, busy IRL right now. I read in an earlier post that the guy who found the ruins first heard the sound they make. But today it's not in the ruins but all over the system at altitudes between 4 - 30km.
 
I can think of one way to simulate PG/Open with Solo. Take 2 artifacts in the SRV, and whilst in scanning distance from the obelisk/s, send your ship to Orbit, bring It back, land near the obelisk/s, etc.

Has anyone tried this?
 
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http://winklerwordart.com/FormsofLanguage1 ok so this explains it simply(ish). It gets really interesting around the 3rd page. I think using the position of the obelisks and/or the pillars could give us the points we need to decode the word or message. The ruins themselves form a pentagon shape like shown on page 3. And the structures along the walls of the ruins kind of resemble markers for where letters could be.

I don't care if it's related to the ruins or not, that stuff is cool - nice find :)
 
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