News Chapter Four - Exploration Reveal

I posted a thread in the Dangerous Discussions about how to have both sets in the game and avoid the issues.

Mark, having a limited range ADS reveal would be fine for people like us, but several people who want the ADS will settle for nothing less, and no combination of the two systems will let them be happy. That's fine imo, the two can exist very well side by side, since they each have significant advantages that kinda even out, but the key is that they just can't mix.

I have tried compromises and tweeks to the new system to speed things up and get information to them such as a discovered by percentage on original honk, but no it's their way or the high way. Basically keep easy and mindless mode that we have now and make it even easier and mindless.
 
Everyone here losing their minds about the new honk system, and I'm here, waiting for frontier to show us anything that's not a low resolution screenshot under paragraph on the forums. Oh, and also guild chat, limpet racks, exploration slots, new ship if there's one, new stuff to find on planets, new uss, new space phenomena and QoL in general. I would say the new hud too, but apparently it got canned and went the way of the dodo while still in development just as fleet carriers.

I seriously don't understand the guys at frontier. They're so incredibly tight lipped even on the verge of updates imminent release, probably fearing the pitch forks reaction on the forums, they don't understand it's making things worse. If we were not so desperately starved about content or information for upcoming stuff we wouldn't feel the need to over analyze and over think everything they say.
 
Everyone here losing their minds about the new honk system, and I'm here, waiting for frontier to show us anything that's not a low resolution screenshot under paragraph on the forums. Oh, and also guild chat, limpet racks, exploration slots, new ship if there's one, new stuff to find on planets, new uss, new space phenomena and QoL in general. I would say the new hud too, but apparently it got canned and went the way of the dodo while still in development just as fleet carriers.

I seriously don't understand the guys at frontier. They're so incredibly tight lipped even on the verge of updates imminent release, probably fearing the pitch forks reaction on the forums, they don't understand it's making things worse. If we were not so desperately starved about content or information for upcoming stuff we wouldn't feel the need to over analyze and over think everything they say.

"went the way of the dodo while still in development just as fleet carriers."

Eh? What's this now?
I've been away and haven't been keeping tabs on ED's updates for Q4.
 

dayrth

Volunteer Moderator
..only way I'll find out that the system wasn't worth investigating is by investigating it...
Isn't that pretty much the definition of exploration? Knowing if something is worth visiting before you visit it is tourism.

Just to be clear though, I have no objection to old and new existing side by side, but I would definitely use the new one.
 
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Isn't that pretty much the definition of exploration? Knowing if something is worth visiting before you visit it is tourism.

Yep, such a weird comment. If you know ahead of time that a system is "worth" exploring (an odd claim to begin with) then you're not really, truly exploring anyway. Heck, it's the insta-reveal system that has made me loathe to be an explorer up until now. These new mechanics may well change that.
 
Galactic map - add filter for explorers

Please, add filter "Discovered Systems" - discovered by any CMDR (first one who discovered / first one who mapped) and sub-filters:

- "None" - not discovered yet
- "Discovered" - discovered system but not all planets are scanned by detailed surface scanner
- "Discored Full" - discovered system with fully scanned planets by detailed surface scanner
- "Mapped" - system with some mapped planets
- "Mapped Full" - system with fully mapped planets
 
Probably about time for Frontier to respond to as many questions as they can which seem to broadly fall into one of two categories : 1. Tuning up or course correcting what has been revealed... and 2. What about everything else necessary to make Exploration start delivering on gameplay for the player.
 
@picommander
I completly agree with Your suspicion - the new mechanics very well could be necessary for reasons of future game developement, maybe not even directly connected with exploring (e.g. detectability of fleet-carriers or other "stuff"), in which case the pro and contra discussion for the old ADS is void anyway...
 
As long as they're happy who cares how much faster we collect high value tags?
Busted! :D

Credit per hour explorer! [mad]
I would remove the probes from the old way. The old way is eyeballing and obviously they think that's better, let them have it.

I just can't believe what I read at times. It's utter crazy.

I have tried compromises and tweeks to the new system to speed things up and get information to them such as a discovered by percentage on original honk, but no it's their way or the high way. Basically keep easy and mindless mode that we have now and make it even easier and mindless.

Yeah, I also can't believe the bollox I am reading sometimes. Like the misrepresentation of other player's views on this subject.
 
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I have tried compromises and tweeks to the new system to speed things up and get information to them such as a discovered by percentage on original honk, but no it's their way or the high way. Basically keep easy and mindless mode that we have now and make it even easier and mindless.

As someone in the middle I am in no way seeing that attitude from the "original ADS" peeps....but I'm seeing that attitude a LOT from the "we love the changes" peeps. I'm also seeing a hell of a lot of "belittling" and snidey snipes from the latter group too. The ADS was never the issue with exploration, the DSS was the gameplay void.


It's like arriving on the outskirts of a settlement....you have no idea if it's Vienna, Venice or some such city of culture.....or if it's a crudhole village in South Sudan or a trailer park of rednecks. New system, you have to walk into the settlement before knowing "what" it is. Old system you could see from a distance and move on from the crappy village/trailer park and not waste time. That's the ADS functionality....thing is once the settlement value has quickly been assessed then the gameplay can begin "exploring" said settlement.

Imagine not knowing if "Everest" was a mountain or a hillock until you'd climbed to the top of it.

ADS only needed some tweaks, DSS needed a huge injection of gameplay.
 
I thought about that but it either creates opportunities to exploit by getting infinite ADS and infinite range surface resolution, or it forces Frontier to code a "system map reset" if you switch scanner sets OLD=>NEW after the initial ADS honk. A reset could work, but then you should have to carry around all 4 scanners.

Not if it's a toggle per system though? No backsies. You choose one way or t'other by selecting the right fire group/button. Change your mind.... Whoops, best go to another system. We already save if you've honked (either bodies appear in Nov panel or they don't) so just needs to be a non binary so the scan type can be recorded and prevent the opposite scanner from operating.

I see it like the turrets. You can choose forward only or 360 on the fly without going back to outfitting. Doesn't the Guardian jump boost thing also work similarly (IE you can turn it off and on)?
We want *encourage* exploration right?
 
As someone in the middle I am in no way seeing that attitude from the "original ADS" peeps....but I'm seeing that attitude a LOT from the "we love the changes" peeps. I'm also seeing a hell of a lot of "belittling" and snidey snipes from the latter group too. The ADS was never the issue with exploration, the DSS was the gameplay void.


It's like arriving on the outskirts of a settlement....you have no idea if it's Vienna, Venice or some such city of culture.....or if it's a crudhole village in South Sudan or a trailer park of rednecks. New system, you have to walk into the settlement before knowing "what" it is. Old system you could see from a distance and move on from the crappy village/trailer park and not waste time. That's the ADS functionality....thing is once the settlement value has quickly been assessed then the gameplay can begin "exploring" said settlement.

Imagine not knowing if "Everest" was a mountain or a hillock until you'd climbed to the top of it.

ADS only needed some tweaks, DSS needed a huge injection of gameplay.

There is a major difference with your examples. You can actually see with your own eyes whether Everest is a hill or a mountain. Going to a village or town means that people have already been there and everything in that place will be common knowledge.

Current system is more like this:

Explorer in the old days wants to do some exploring and wants to explore a river (lets assume very few or nobody has been there before but the explorer won't know any of that information), he gets to the foot of the river, gets out a magical tablet out and presses a button which tells him the basics of the whole river, the layout of it, and whether someone has explored it already, whether there is something interesting worth look at. That is what the current mechanics are like now. That is not exploring. Both the ADS and the DSS needed gameplay and we have that with the new system.

THe magic honk has completely put me off exploring for a long time as it is just boring and isn't what I would call exploration at all. More like a sight seeing mechanic.
 
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The Detailed Surface Scanner

Again, this module will not be replaced. Instead, the detailed surface scanner gains the ability to launch micro sensor probes in supercruise. You will use these probes to “map” a planet’s surface and locate resource hotspots in its rings.

These flight-assisted probes are launched via a new aiming interface when activating the detailed surface scanner. The probes will arc towards a planet’s surface and when close enough will “display” sensor coverage over a large area. Once enough of the surface has coverage, the probes will collate and report their findings. To map rings around a planet you need to hit each ring with a single probe.

To allow for skilled play you can aim probes away from the planet, allowing them to arc around it, potentially letting you hit the surface on far side of the planet. If you aim too far away, the probe will fly right past and miss, but by using mass and size information displayed on the HUD you will be able to lob probes and get full coverage without having to fly around the planet.

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!
Non Horizon uses and synthesises... material that are on planets (unavailable) or in rings (need a mining laser), so an alternative is needed...

So here is my idea on how to gather material needed for the synthesise of reload of the micro-probes. We get another signal source, where we could collect material the needed material, this would the option for non Horizon owners to gather the needed material to reload their DSS with more Micro-probes. And Horizon owners also have the driving the SRV on planets as an option.


We could think of this to be a some fragments hitting an unsuspecting explorer in the past (let us avoid the probability numbers).
So we have the new signal source, "Collision with fragment". When we drop in here, there would be a ship wreck and lots of debris from the impact with the fragment and scattered around would be the low level material for us to scoop up, so that we synthesise these micro-probes.

To ad to the usefulness of this, we could now use the same signal source could be source for us to gather some other materials that is not available to collect when we are out exploring, and that is manufactured materials.
So this could be a source for everyone to gather materials needed to refill heat sinks for example.
 
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Ok, then I suppose this is a fair statement from me as well:

I have tried compromises and tweeks to the new system, like limiting the available information after the ADS honk, but no it's their way or the high way.

What kind of limitation from the initial honk. I don't want to see the gameplay of the waveforms and gravitational distortions become null and void which it will do if we know the locations of the planets in the first place.

I am all up for compromises, but they need to work well with the new system as well instead of making it pointless. If it makes it pointless, that is not a compromise.
 
What kind of limitation from the initial honk. I don't want to see the gameplay of the waveforms and gravitational distortions become null and void which it will do if we know the locations of the planets in the first place.
Since the honk originates from the ship, it should be able to draw a map of the locations: direction, relative distance (so not: 1,000 ls from honk location, but rather planet B is further away than planet A) in order to determine clusters of objects and trajectories to see whether the objects are linked as they are when they orbit each other. So you would be able to tell there's a gas giant with 6 moons.

This map is static after each honk, is merely a display, so no selecting each object and seeing that selection in the Electromagnetic Scanning mechanism.

The only bit of overlapping information I can see is for instance a system has a gas giant with icy/rocky moons, and a gas giant with HMCs as moons. The second one is the out of the ordinary one, and usually a target for me to investigate. But I still need to get into the Electromagnetic Scanning mechanism, determine by their signatures which of the interesting gas giant is by checking the gravitational distortions with a gas giant like signature.

All I want is an indicator of interesting systems, and this is not possible just knowing what type of objects there are in a system. I would very much like to see whether they interact in that system, because that's where the Stellar Forge is showing off.

edit: and for nitpicking's sake, I am not calling this a compromise, since I believe it takes nothing away from the new mechanic, but rather enriches it. But I can understand that opinions may vary.
 
JEES!

Has this thread not been closed yet? The Devs gave up on it on day 2!

You can't still be argueing the same points.....surely!!!!
 
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