News Chapter Four - Exploration Reveal

I don't know... After 3~4 years all of a sudden not being able to see roughly what's in a system or at least the location of stellar bodies after the honk of your ADS while you're rounding a star fuel scooping to know if you want to spend some more time there or not seems pretty darn punishing. At this point it's a pretty fundamental part of the game and a fairly well known aspect of the game when I bought into it back in early 2015.

And for what? This extra system map mini-game? Yeah, not for me. I'd much rather just fly my ship around in supercruise. Go figure that I actually kind of like doing that in a sci-fi spaceship pilot game.

As I understand it, you'll still be able to do that. The Mini-game doesn't seem to require you to sit still, from what I can tell. Hopefully the Beta testing period will allow for Players & Devs to fine tune the mechanic into one that retains all the best aspects of both systems.
 
The Detailed Surface Scanner

You will be able to synthesise micro-probes for the detailed surface scanner, but the better aim you are, the less probes you will need to get complete coverage.

When you do achieve this, any unusual locations will be revealed to your ship’s navigation systems. So no more eyeballing an entire planet to find those brain trees!

When it comes to finding things like the brain trees, I do hope you won't make it *too* easy. Though the current system is horribly painful, I also don't want an instant "X marks the spot". Instead, I'd rather be given a visual indication of the specific *area* (perhaps a zone of 10km-50km in diameter in size) within which the brain trees (in this example) are guaranteed to be. Then a combination of visual clues, from space, & SRV Wave Scanner functionality to track down the Point of Interest......at which point it will become bookmarked on your navigation tab.

Just an idea. Same with mission targets. The old pre-2.1 system was horrendous, but the post 2.1 system is mind-numbingly easy. A compromise approach would be far better, where finding mission targets requires genuine skill, how much skill dependant on how difficult the mission is.
 
System map change plz

I would love to see a system map that actually shows you current positions of planets and your position in the system. Somewhat like the galaxy map but just on a smaller scale
 
I'm really okay with this. Highlights for me are the focus on making the activity more engaging in minute-to-minute gameplay, as well as integrating other things like Multi-crew to make these currently-underutilized features more useful. I also like the respect for current explorers by not requiring additional modules - explorers are out there now and will be really grateful not to need to plan a return to Outfitting to experience the new features. It also helps make landing with the SRV more relevant; getting more probes via synthesis will be important!

It's a sign of development in the direction I like, and I'm pretty pleased by these - even if Exploration isn't something I'm normally interested in.
 
We will be maintaining an Engineering option on the DSS, the new upgrade will provide it with a larger probe capacity.

For those of us with already engineered Detailed Surface Scanners especially grade 5 long range, will we get compensation for the materials we sunk into them for what will surely be removed effects?
 
It's got nothing to do with credits.
It's about the value of the gameplay and how changing it affects our enjoyment of the game.

Can you imagine the salt if combat pilots had to play a minigame to decode a ship's IFF transponder to determine if it was wanted?

That's how it feels to some of us.

Unless something has changed over night you do have to scan a ship (IFF transponder or not) to see if its wanted.

Describe the minigame for me, I've never played it.
 
I'm hearing a lot of people with similar sentiments.
I'm curious, what makes water/earth-like/ammonia worlds interesting?
You can't land on them or interact with them in any way. So other than looking cool (which, let's be honest, once you've seen one...), why are they interesting?
Unless by "interesting" you mean "yields more credits", then ok.

But if we're actually exploring, and looking for interesting things that we can interact with, and have some gameplay attached to, then the proposed system is significantly better.

found a ringed ammonia world with 0.0 atmospheres that was the most interesting one i've come across but in the end it was no different than any other one
 
It's got nothing to do with credits.
It's about the value of the gameplay and how changing it affects our enjoyment of the game.

Can you imagine the salt if combat pilots had to play a minigame to decode a ship's IFF transponder to determine if it was wanted?

That's how it feels to some of us.

Hey bud, You dont have to fly 1000000000's of l/s anymore, If I am understanding this right. And since I am never wrong :).

To me it sounded like you get to drop in, Scan. Use the Ranged Scanner and identify everything not too far from the star. Your skill and abilities is what determines how long you are there.

Now explorers can git gud with some skill based equipment. Good stuff. Cant wait.
 
Wow! This sounds a lot better than I expected, and a heck of a lot better than what we currently have! I particularly like these two:


  • Remove Random USS Spawning: You will now be able to use your skill to locate signal sources rather than rely on luck. you will have the ability to identify a USS from anywhere in the system and then explore and discover these locations.
  • Reduce the time to find planet surface locations: You will now be able to employ game play to make searching out interesting surface locations/POIs quicker and more interesting rather than flying across the planet in low orbit.

The removal of random USS spawning is a great addition. I always found the current implementation to be too game-y and frustrating at times. And the planet surface location stuff has been sorely needed for some time. Both changes are very welcome additions to the game!


I also like the new system scanning mechanics. It reminds me of analyzing a sonar signal in one of my favorite sub sims. I like head scratching stuff like that!


You certainly have my attention, Frontier! Just make sure you properly QA this stuff so we aren't saddled with new bugs for months on end....
 
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I think I like the proposed mechanics, even though it may slow down exploration a bit. It always seemed a little too easy to find "valuable" bodies just with a honk and a look at the dash hologram. I do however also like the idea of seeing a "fuzzy", but complete, system map after the honk. You could get basic gravitational/spectral/mass info etc (I think that would be consistent with what the ADS should be capable of), but not a full view of the body (color, rings, size etc) like you get currently. For that you should either have to detailed-scan with a probe or head over there and eyeball it.

That said, all this will be for nowt if there's actually nothing new and interesting to find...
 
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Can you imagine the salt if combat pilots had to play a minigame to decode a ship's IFF transponder to determine if it was wanted?

Being able to hide or mask transponder signals to sneak into bases as a smuggler/outlaw, and having to hack them to know someone's true IFF ID sounds kinda like a more awesome version of the KWS. Thanks for thinking of this! I mean that sincerely, this is actually a really cool suggestion and something that would be a great job for someone in the science/engineering multicrew seat.
 
Question:

Has one additional dedicated class 1 scanner slot to be added to every ship, like the planetary landing suite with Horizons, been considered instead of, or as well as the (future) possibility of stackable module racking (eg 2x class 1 in a class 2~3 bay) so our finely tuned ship builds are not penalised?
 
Question:

Has one additional dedicated class 1 scanner slot to be added to every ship, like the planetary landing suite with Horizons, been considered instead of, or as well as the (future) possibility of stackable module racking (eg 2x class 1 in a class 2~3 bay) so our finely tuned ship builds are not penalised?

I think they sort of mentioned this already if you look through the dev posts in the thread, basically saying that they won't be changing them at this time.
 
Unidentified Signal Sources

Along with the Exploration update, we are improving the way that USSs work. USSs will now spawn throughout the entire system when you first enter it. This enables you to use the new exploration tools to find USSs throughout the system, not just in the area around you. You can still interrogate nav beacons to find the locations.

Whilst USSs do still have a decay time, the timers have been increased to allow you time to find and fly to the ones you are interested in. The decay time is also now displayed when targeted. Signal sources still obey rules determining where they can appear within a system, and mission critical signal sources will still be highlighted to differentiate themselves once located.

Please tell me that this doesnt mean that i have to add a Discovery Scanner to my Combat ships.
Please say that USS can still be discovered without one and a Discovery Scanner just makes it easier.

EDIT:
You can now use the discovery scanner to find them no matter where they are in the system. It's important to note that you still discover USS, CZ etc if you fly close to them in supercruise.

phew.

Overall these ideas sound very interesting and would be a reason even for me to go out and explore.
The one missing thing is planetary SRV content. Without the ability to Multicrew or different SRVs to choose from, its just boring.
(this is where you tell us that new SRVs, Multicrew support and content is planned or being worked at)
 
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Hope this is in time for DW2 then, because it sounds awesome.

And this...

Remove Random USS Spawning: You will now be able to use your skill to locate signal sources rather than rely on luck. you will have the ability to identify a USS from anywhere in the system and then explore and discover these locations.

This is such good news for all players.

I'm guessing something is going to change with regards to supercruise speed as well then or perhaps micro jumps? I presume you are keeping in mind the knock on effect this will have on other systems as well then, especially missions and payouts (Cr/hr)
 
Please tell me that this doesnt mean that i have to add a Discovery Scanner to my Combat ships.
Please say that USS can still be discovered without one and a Discovery Scanner just makes it easier.

EDIT:


phew.

Overall these ideas sound very interesting and would be a reason even for me to go out and explore.
The one missing thing is planetary SRV content. Without the ability to Multicrew or different SRVs to choose from, its just boring.

They mentioned in the OP that you can also use the Nav Beacon to locate USS.
 
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