How I would like to scan planets for ancient ruins- visual concept

Lets also add something i literally CRAVE:

Colour coding of POI.

My sensors should damn well know the difference between a rock outcropping and a radio tower.


that's a great addition, it gives us a really simple tool to read our scanners more, love it.
 
Hopefully getting planet coaster so I can make some interiors of things soon!!

Haha, why didn't I think of that. I've just used it to make infernal fantasy shopping centres :D. (Could def see that working, the tools are great, and there's loads of sci fi stuff. Only limit will probably be the standardised grid shaping for most of the default shapes. You can go freehand and layer them up for more creative stuff though :))
 
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Amazing ideas as always. I honestly think you could have a brilliant future as a game designer. All your concepts are equally fun, engaging and complex.
 
Op great ideas and great stuff, in fact it's that good an idea it's never going to make it in game because... FDEV reasons... rep anyway
 
Any premise/mechanic which means you can more logically/reasonably scan and assess information about a planets surface and then locate places to look at in more detail (eg: for barnacles, geysers or ruins)....? Great!

ie: If you could break the planet into a grid/sectors and scan them from orbit and look for anomalies to further investigate... Great!

If this could be combined with also obtaining a planets procedurally generated distribution map for its materials, and any (stateful) hot spots for particular materials... More great! - https://goo.gl/OexVgO

Surely things like barnacles, geysers and ruins might appear as odd variations on distribution maps when looked at more closely?

C7T6koq.gif
 
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Mechanics like this would make me explore the galaxy full time.

It would be brilliant to have that kind of tools available and that would move the game away from stupid mechanics like using my eyes... Not all of us can see the
stuff on the surface with that much clarity.

It would also remove chasing shadows from the terrain generation process. Its gotta be thousands of times that I have seen something interesting at the surface and went down and when coming close it changes to reveal... nothing
 
Scanning planets by eye is tough, I did it for the barnacles and the formadine rift and the ancient ruins. I have done concepts for scanning before but here's how I would like to do planetary scans, with a co-pilot to find some cool !!!

http://imgur.com/a/duIA5

[imgur]duIA5[/imgur]

and here are a few more visual concepts if you like this one

orrery map and conflict zones http://imgur.com/a/l1wBF

[imgur]l1wBF[imgur]

scientists and laboratory cabins http://imgur.com/a/rMKSZ

[imgur]rMKSZ[/imgur]

security contracts http://imgur.com/a/u5EAw

[imgur]u5EAw[/imgur]

SUV vehicle http://imgur.com/a/HMZJU

[imgur]HMZJU[/imgur]

and base investment http://imgur.com/a/NImXn

[imgur]NImXn[/imgur]


I love your suggestions.
I fully agree we need improved tools to cope with the enormous universe FD is building.
Planetary navigation could use some handy tools too.
I also would like to able to pinpoint areas that have certain materials from space and then use my SRV scanner to search for what I know is there.


I hope FD realizes this.
 
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This is just an ELITE execution of how exploring should be!
Kudos to a very well presentation.
I love every aspect of this and hope some dev will read this. [heart]
 
The big pull of Elite is that we have THE G MILKY WAY to explore!

The base Discovery scanner and Detailed surface scanner are base ideas - more placeholders in my opinion and I would like to see 2.3 or 2.4 or even 3.0 (sod space legs lets have real gameplay! ;-)) have this expanded upon.

It's a sci fi universe, lets install quantum entangled resonators and let them provide deep core scans of bodies and create visually stunning views of these beige planets that abound this universe.

Lets have a way that players can share discoveries, or for the storyline arcs for Formadine, Guardians and Thargoids have some in game tools that help track down locations, or investigate sites with mor than just our lasers and loud honking ADS.

I think the number of systems that have been "discovered" is les than 0.0016% or something stupid, but in current gameplay there is no incentive to return to those systems.

Gameplay along lines of survey missions, new exploration equipment, different SRV types could be developed that incentivise players to not just jump,honk,jump, honk etc. But Jump, honk, analyse, select, investigate, and bookmark for return.

Just cos you have been to Sag A or Beagle point doesn't mean you are a great explorer, it just means that you can repeat a simple set of operations for a long time.

Discoveries can happen in our back yard, or discoveries occur on the shoulders of previous discoveries.

If you make exploration meaningful beyond just pointing at an object whilst a 30 sec timer counts down, you will get more player involvement, wider gameplay opportunities.

Combat has a plethora of weapon types and support modules and engineer enhancements that gets those that like combat all excited and frothy, i think is its time to widen the toolkit and let teh froth overflow on the exploration front.

Give players an opportunity to play Elite their own way, by enhancing th placeholder toolset that is here at the moment with stuff that will make the likes of DR Kaii and CMDR Nutter and even Obsidian Ant dribble in their sleep with anticipation.

In closing I would paraphrase a rabble rousing speech given to some fools in a field...

"I see you stand like greyhounds in the slips,
Straining upon the start. The game's afoot:
Follow your spirit, and upon this charge
Cry 'God for Frontier, Elite, and Saint Braben!"


I will shut up now I promise! ;-)
 
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Told you this would explode when you got the pics on this forum.
Can I just say that I have completed one of these missions you created:

21013x1674.jpg
 
How is it that none of these excellent ideas, from ToCoSo, that have been posted for quite a while now, have not been able to inspire FD in improving the game with complex rewarding gameplay?

  • Is it too much for them technically? I think not !!
  • Is it just because of time constraints? I think that is unlikely, even with Planet Coaster grabbing most of the development team for the last few years.
  • Is it because what we have is "what was planned / working as intended" ? :( I also think not...
  • Or because the leading developers lack imagination? Might be, judging from the lack of engaging missions and complex/varied multi-leg missions we have currently...
 
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