News Chapter Four - Exploration Reveal

I like the look of this as explained.

One thing I would very much like to have during exploration, is the occasional experience of coming across another living creature, or the traces of such, as I travel. I don't know how far I've travelled since release, but I know it's a damn long way! I reset my profile 19 months ago and recently got my Elite in exploration after a long, winding trip to Sag A*, but I have never come across another commander, and the most I have seen of of any kind of life has been a couple of crash sites (including a standard system beacon - in the middle of deep space!). I did come across half a dozen escape pods once and was over the moon (pun intended) - just disappointed I couldn't offer them a hot cuppa. :)

I know this can't happen for Beyond - but maybe in future? I don't care if it's AI - it's better than nothing. Even if I can't interact with it - just see a ship somewhere in the system I'm scanning or receive the odd message. Maybe even distress calls from a planet in the system that I'm scanning - and I need to find the relevant planet to rescue the guys (& gals) - now that would be perfect!
 
@FDEV boiz, this update looks great but it's missing one thing.

I would give real $$$, cold hard cash, to be able to select a star to jump through via pointing at a star in my ship and selecting it instead of jumping into the gal map.

Not quite sure of the point or benefit of such a system, not to mention almost every star would be well out of your current range...
 
Mix and match please

If you were to take away the "HONK" functionality as it is now, you will remove all the "jump honkers", the "selective planet" explorers, and the 100% system cartographers.

If instead of taking it away, redo the system display to make it look like the HUD radar. Make the point and scan give you more than basic planet info, and add the Map scan mechanic.

Have the honk only give basic planetary info like water world or high metal etc. and its location as well as if there is an "anomaly". But any detailed info would be gained from the detailed second planet scan, including what that anomaly was. Then have the Map scan give specific locations on the surface and more specific details like its gravety.

This would keep the current functionality, as well as add and distribute what you are told from each scan.

Think of it like a StarTrek scan. They come in to a system, do a general scan, point at a planet to get more info, then go to it and get further info. thats how this "UPGRADE" shoule be.

Dont take things used in game away from the players with out replaceing it with something that that is equal to or better than what they have.

If the feature is added as it is now, you will not only be prohibiting new players from joining, as the learning clif is already fairly tall, but you will be killing the game for most of your explorers. You will loose a large segment of your game. the players left will be JUST the CQC and other shooter pilots, and haulers.
 
I would say I'm happy, but then I have a doubt - how does this fit with existing non-exploration use of the discovery scanner?

Say, I jump into an unknown - to me - system within the bubble, say for a mission, and I have to go to a given planet. At that time I am not interested in looking around for things - I just want to find that planet and go there fast. Now, I just honk the scanner, detect the planet and set course. What happens with this new mechanism?

Exactly my question. I'm hoping the devs will think this one through!
 
Proposal: The player should be given the option to place a nav beacon in the system when he is the first one who has discovered the system … and all discovered data from this system can be up-loaded to this nav beacon.

I LOVE this idea, would let players play the role of real path-finders.

It it might be a bit annoying if loads of systems end up with beacons - a bit like finding a Starbucks there. Maybe ships have a limited stock of beacons, so you only drop one if the system is interesting. Nice too if the player gets income from everyone who buys its data.
 
Question:
Do all systems have a nav beacon per default?
I mean if i reach a system where no one ever was before … who puts that nav beacon there before?!?

Proposal:
The player should be given the option to place a nav beacon in the system when he is the first one who has discovered it.
The nav beacon should be used as a storage facility for all discovered data from this system and all pilots can up-loaded/store their local system discovery data to this nav beacon!

Extension to my proposal: Player groups/squads should have the option to secure their nav beacons with a password only the group/squad knows.
 
I LOVE this idea, would let players play the role of real path-finders.

It it might be a bit annoying if loads of systems end up with beacons - a bit like finding a Starbucks there. Maybe ships have a limited stock of beacons, so you only drop one if the system is interesting. Nice too if the player gets income from everyone who buys its data.

I think this is a great idea - but I also think people will be unhappy if they cannot make any credits from 'discovering' a previously discovered system, like we do now.
 
I have mixed feelings about this. Most of the changes and additions sound pretty good. However, if the D-scanners' ability to give you the system map goes away - the above does imply that, no? - then it'll be much more time-consuming to find the valuable and interesting planets than it is today. Or will we still be able to see the system map at a glance as it currently is, and will just have to use the new gameplay to pinpoint, further interrogate and map the bodies?

Also, about the probes and first mapping: will we be able to map bodies which we can't (yet) land on, or will they be on landables only?

To put it another way, let's see an example. Right now, I jump into a system, fire my ADS and look at the system map while scooping fuel. I can see at a glance what kind of bodies there are in the system, and can fly close to them if I wish.
Now, in the new system, will I still be able to call up the "old" system map, or will I have to spend much more time to find out what bodies there might be in the system?

After all, let's not forget that many systems only contain lots of uniform, uninteresting bodies.

Good question. What will the system map show? I'm assuming just the primary star and then nothing until you've been able to locate everything.
 
Good question. What will the system map show? I'm assuming just the primary star and then nothing until you've been able to locate everything.

According to info from the live stream, at this moment in time, you only see the primary star, and nothing else after just honking. You need to map the system, or scan a nav beacon (if it exists), or buy the system information to see anything.
 
While I stated some pages above that I am fine with the DSS screen being separate (as it might be used as a cockpit screen in a space legs environment someday), I want to emphasize that I still would prefer (for now), if you guys could somehow manage to integrate the DSS screen into our current cockpit view.

- The mega-ship/installation scanning works great like this and some consistency would be highly welcome!
- Furthermore, the exploring ship’s SC maneuverability would be still relevant, when pointing towards the gravity wells in order to scan them.
- Finally, the more we “feel” our ships around us, the better for the immersion. (Sorry for the loathed word; but sometimes a man has to write what a man has to write ...)
- The last point is especially true in VR. (And please test the readability of those tiny fonts and thin lines in a headset whatever your final decision might be!)

So, TL;DR:
Could you please try to integrate the scanner view into a new HUD and not a separate screen?
 
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For me, at least, the removal of the ADS honk... kills exploration as something I'm interested in. I don't enjoy the SRV wave scanner, and the changes to the ADS have an uncanny similarity to that system. Copying the SRV driving systems is a strange choice for exploration, since SRV-based searches of planets aren't particularly popular content.

At the least, I'd certainly prefer to keep the old system as a module option, and then see how many players prefer the new ADS.
 
While I stated some pages above that I am fine with the DSS screen being separate (as it might be used as a cockpit screen in a space legs environment someday), I want to emphasize that I still would prefer (for now), if you guys could somehow manage to integrate the DSS screen into our curent cockpit view.

- The mega-ship/installation scanning works great like this and some consistency would be highly welcome!
- Furthermore, the exploring ship’s SC maneuverability would be still relevant, when pointing towards the gravity wells in order to scan them.
- Finally, the more we “feel” our ships around us, the better for the immersion. (Sorry for the loathed word; but sometimes a man has to write what a man has to write ...)

So, TL;DR:
Could you please try to integrate the scanner view into a new HUD and not a separate screen?

Since it's going to involve scanning around a 3D map to point your scanner at signal sources, I don't see how they can make it so you can fly at the same time.

It's clearly designed for multicrew:

Your science-officer scans the nearest body and gives you a course to fly. Then, while the pilot is lobbing probes around, SO scans the rest of the system.
 
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Posted on the meme thread...

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—Your friendly neighborhood space vagabond
 
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On the other hand, i cant wait for new honk scanner changes and then laugh at fools who like it, to be up in arms few days later, because they have to scan every rocky body in the system, just to find the correct one where mission is sending them to.
 
Watched the stream and iam disgusted, over 94000 detailed scans are now for nothing as we couldn have mapped them. and are now up for grabs .
another level of grinding and not the repetative grinding but grinding things you already scanned before.
All for nothing .
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Still a lot of people not understanding the difference between "valuable" and "interesting". Not being able to tell quickly whether a moon is a good candidate for having deep fissures in its surface or is close enough to give great views of the gas giant it's orbiting would be terrible, in my opinion.

The most amazing thing I've ever discovered in ED is this:

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And if I'd had to have scanned every body in the system before I knew it even had the POTENTIAL for a view like this - and believe me, a view like this is already like finding a piece of hay in a stack of needles - then I'd have likely never come across it.

Like WR3ND, I like interesting and unusual things in a system. I honk, I check, and the vast majority of the time I move swiftly on - nothing much to see. But things like that ^^^, and yes, ELWS and so on, I'll stop for. It would be awful if this new mechanic stops me finding interesting and beautiful things because I have to analyse frequencies simply to ascertain whether something MIGHT be worth going and throwing probes at.
 
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