News Chapter Four - Exploration Reveal

Now hang on a moment there - you can't think that post is reasonable, surely...

I just pointed out that I hope devs avoid any 'compromise' solutions, because those never work in my opinion. There's no compromise really needed, otherwise what's the point of change.

As for improvements and input and listening...sure, I fully agree. But something's gotta give.
 
Just a wild thought with regards to synthesizing probes, especially for non-Horizons owners...

What if the Surface Scanner produced them itself, when fuel scooping? Almost all explorers have a fuel scoop of some capacity.

Perhaps we need an astronomer to step in here, but I think a small amount of the composition of (some) star coronas have other elements in them besides hydrogen and helium.

A fuel scoop would normally filter out the unwanted gases, but perhaps it could direct them to the Surface Scanner (if equipped) which synthesizes them at slow probe per scoop-rate quantity.
 
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.

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.

Well, I hate to break it to you, you're not really exploring... You're playing a game. :)

I don't know what (if anything) I will find when I head out on an exploration trip. I pick an area I want to go, and wander around it looking for interesting systems. When I drop into a system and look at the system map, that is simply an aid to determine if that system warrants extra play time. I'm not expecting to find anything out of the ordinary, because personally I don't think there's much 'out there' to find. That may change, will change according to FD, when 3.3 drops, although nobody yet knows what.

Marc, if the insta-reveal is so loathsome to you, don't do it. Pack a basic disco scanner and be done with it. I'll accept your feelings as genuine, but no-one has yet explained to me how it's good, intelligent, skilled game-play to be unable to make a decision about whether to perform an action without actually performing the action first...

Sorry, that isn't skilled exploring, it's exploring with your eyes closed until you bump into something, then open your eyes to see what it is. I'm also not convinced, more importantly perhaps, that it's good game-play.
 
Just a wild thought with regards to synthesizing probes, especially for non-Horizons owners...

What if the Surface Scanner produced them itself, when fuel scooping? Almost all explorers have a fuel scoop of some capacity.

Perhaps we need an astronomer to step in here, but I think a small amount of the composition of (some) star coronas have other elements in them besides hydrogen and helium.

A fuel scoop would normally filter out the unwanted gases, but perhaps it could direct them to the Surface Scanner (if equipped) which synthesizes them at slow probe per scoop-rate quantity.

I like this idea. However, I wouldn’t want the act of scooping fuel itself to provide the materials, but rather give the fuel scoop a second mode of operation where it can be used to scoop some very common organic materials from star coronas (and in time gas giants too). Maybe like Sulphur and carbon for example.

Preferably I’d like there to be some challenge and danger to it though. Like have it take a long time and produce a lot of heat. The pilot would have to manage a mini game similar to interdicting in order to keep the ship in the “safe” zone, and deviating from the safe flight vector could fry the ship causing damage quickly.

That could be a nice and useful mechanic honestly.
 
This is probably going to get buried the moment I hit ''Reply" and never to be seen again like my other post, but I'll do it anyway :D And obviously I haven't read every sinlge message in this thread so I might be repeating what has already been said/discussed.

Anyhow, I'm just thinking about the mechanics here, completely ignoring what is ADS, DDS, ADHD, ACDC or how it affects those who want to cherry pick or those who explore every nook and cranny and all that.

But what if, the whole scanning was aking to the sonars on submarines. We'd have Passive Honk and Active Honk.

So, upon entering the system you could do a quick Passive Honk. It would reveal the rough bearing of the bodies but not distance/location in the system. The system map could then show the kind of wire frame-ish graphic you see in the cockpit with the gravitational distortion readings, relative sizes and what not you could use to (try) determine what type of bodies there are in the system and make a guesstimate which is a gas giant and which is a planet, and maybe some other reading to help guesstimate the body's type. At this point you could then decide if the system is worth your time or if it's time to move on. This Passive Honk could also grant a little payout (less than the current single honk), since you didn't really scan the system, simply provided information that the system X has stellar bodies in it, could be worth checking out.

Active Honk would send out a pulse, like the active sonar ping on submarines. It would reveal the bodies' distance/location in the system and more detailed information about them. Now the system map could show more accurate presentation of the bodies but not the exact type or composition. This phase could grant you the basic payout you now get from the single honk if you leave it at that and jump away. But now that you've established the layout of the system you could fire up the new interface and start doing the more detailed scan of the bodies to see what they actually are and this would then grant you the full scan payouts and possible first discoveries.

Side note: The passive and active scanning could also play out in the Bubble, combat or otherwise. Say you could passively scan enemy ships without giving out your presence but you'd only see what the ship is (based on emission data, whatever the game universe has), not their load outs, subsystems, shields etc. With active scan you'd get all that but you'd also give out your presence and location and the ships in question would know someone's "pinging" them and probably not with good intentions.

It could also work as a sort of a countermeasure to interdictions. Unless you want to go blindly interdicting ships, you'd have to Active scan them but it would also reveal your intentions to the other part and they could then try go for some evasive manoeuvres.

But yeah, just something that came to mind. Haven't really explored (no pun intended) every aspect of said mechanism, it's just an idea.
 
Hello everyone,

Just wanted to give you an update on where we are on the topic of Exploration.

We’ve been reading through your feedback and taking it on board. Currently, we’re discussing and exploring a few options based on your feedback, but we don’t have anything to announce just yet.

Thank you for all of the comments so far.

FDev guy watching the forums: "Hey, the exploration thread is starting to quiet down a bit."

Adam: "I'm on it."

[adds a drop of blood to the water]

Adam: "All done!"

:D
 
You don't seem to realize what a thought-terminating cliché that is. Something that easily justifies all nonsense while stifling any further discussion. Same goes basically for the "if you don't like it then don't do it" nonsense. Why not expand it to "if you don't like the changes then do something else instead"? Help me to find the difference. [where is it]

Sure, but unfortunately it's also true...

It's also nonsense to say "but that's not really exploring..." in an attempt to argue a point.

You quoted one line from my post. Perhaps however you can answer the comment in italics, because no-one has yet, not even tried. There's lots of talk about how easy and how unskilled using the ADS makes the game currently, but nobody has explained why the decision as to whether examine or explore something in greater detail can only be made after you've already explored it in greater detail is a good thing, because I just don't see it. That's as far removed from skill and informed decision making as you can get IMO.
 
.....and yet that is precisely the argument you & your fellow lovers of the current mechanic keep using to justify the need to retain the insta-reveal honk. If the value of the planets/stars means nothing to you, then merely knowing there are stellar bodies in the system should be sufficient for you. Why do you need to instantly know what kind of planets they are & precisely what they look like?

I just find it hilarious how much people can hate a mechanic that they have neither seen in action or tried out themselves......unless you are Commander Thrust of Bradford.

If I were you Marc, I'd have a look at my very first feedback post. You'll see it says we need to have a look at this in beta. I also haven't used the word hate, in fact the strongest words I can recall using about it are 'concern' and 'derpy'.

As to the rest, specifically this:

If the value of the planets/stars means nothing to you, then merely knowing there are stellar bodies in the system should be sufficient for you

I can't believe I'm actually doing this but I'll have one last try at it.

'Value' in this context is subjective.

The 'value' of the bodies in a system to me in terms of credits is irrelevant. I see any credits gained from exploration as essentially a bonus. Even after the buffs there are numerous ways I can make credits 10x faster than I can exploring. It's not a motivator to me at all.

Whatever value I may attach to a particular body is measured purely by comparison to what I am looking for and that may not even be the same thing on different trips. It definitely won't be the same thing for different explorers. Many examples have already been given as to the kinds of things that explorers may focus on; close binary pairs, rapidly orbiting bodies, bodies in very close orbit to their parent star, high-G landable worlds (one of my own targets on any exploration trip) ringed earthlikes, whatever. I've seen a post where someone's interests include recording the hydrogen percentage of a particular class of gas giants.

Again, you should have a look at the exploration forum sometime to get a proper grasp of the variety of things that players are actually looking for on exploration trips. Explorers are a very broad church, which is the main reason that I find your insistence on trying to apply your 'real true explorer' definition to them somewhat at odds with the reality of the experience. Someone who sets off into the black with scanners on board aiming to find things is an explorer - it needs no further definition and attempting to create some kind of 'hierarchy' of explorers in that way adds nothing constructive whatsoever to a discussion of game mechanics.

But we digress. So no, simply knowing that a system contains stellar and/or planetary bodies is not in fact going to be enough for me, or for quite a few other explorers because if the bodies concerned happen to be six generic non-landable ice planets in orbits 200ls or more from the main star and with nothing about their orbital relationships that makes them in any way distinctive from the last 20 systems I saw like that (which in many areas of space will have been observed within my last 30 jumps...) then according to my own, entirely subjective and non credit-based assessment criteria the system will not be one that I have any interest in tarrying in.

(In case you didn't notice, that also means that every body in the system will not be tagged by me and therefore still available for tagging by another player, perhaps one like yourself for whom the thrill of discovering those bodies will provide all of the enjoyment you deem necessary.)

In the three years that I've played the game, the ADS functionality has ensured that I do not have to spend my game time discovering things about bodies in systems that I don't care about simply to be aware of their presence. That is the value of it - the ability to quickly gain an overview of whether a system meets enough of my own wholly subjective and non credit-based criteria to be worthy of more detailed analysis. The 'value' that you insist on fixating on is simply the amount of enjoyment I will be getting from that session of gameplay by meeting some of the objectives that I have set for myself. It's entirely personal and as a result of that, completely impossible to quantify by anyone other than me which is perhaps why you're having a hard time with it.

This is a computer game. There is no amount of time spent performing unenjoyable or unfulfilling activities that it's reasonable to expect players to find acceptable in a computer game because the whole point of playing a computer game is to participate in an enjoyable leisure activity. It's not real life where a certain amount of taking the rough with the smooth is not only reasonable but usually inevitable.

I fully accept that your position is the opposite to mine in that you don't find the current mechanics engaging, although you may have noticed that I haven't felt the need to disparage your own preferred playstyle in my replies, or to assign a category of my own creation to you. That's despite the amount of work you put into trying to make my reference to people wanting to spend their time in the game productively and an acknowledgement that some people will genuinely have relatively limited amounts of time to play games (honestly Marc it's true) into a suggestion that everybody who likes the new mechanics must be an unemployed basement dweller.

So, as mentioned last night Ziljan's suggestion of the original and new scanner sets being available as a discrete choice, with no mix and match possible but with the new surface drones added to the 'old' DSS so that all players enjoy that new functionality regardless of which set of gear they choose to use, seems to be a perfect solution to me.

Obviously we have no idea whether it's even possible to incorporate both old and new sets simultaneously in the game because I have no idea if the code base is sufficiently modular to allow that, but as a hypothetical scenario it would seem to provide everything that you want (the new system, in full with no compromises) and would also let players who are happy with the current functionality, or at least who consider the loss of aspects of it in the new system to not be sufficiently compensated for by the inclusion of other aspects of that new system, to retain the original functionality.

If you got what you want, which is a more involved exploration style using the new tools, I have to return to my question from last night. Why isn't that enough for you? Why was your first reaction to dismiss the whole idea of duplicate systems and then to immediately start dreaming up ways in which you think the current system could be restricted in such a model? In short, why would simply getting the new stuff that you want not be enough for you to be happy?

It seems to me that your potential happiness is rooted as much in the need to exert a sense of (entirely misplaced) moral superiority over other players as it is in what you actually experience whilst playing the game and I'll freely admit that I find that just as difficult to understand as you find the satisfaction some players may currently obtain from exploration.

I am genuinely through with this thread now because this is adding absolutely nothing of value to the discussion (which we aren't even supposed to be having here anyway) and certainly isn't giving FDev much in the way of feedback, plus I suspect the other few hundred poor souls still reading are sick of it. If you happen to post in any of the DD threads about this, or the exploration sub-forum ones I'll be happy to continue a conversation there.
 
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This is probably going to get buried the moment I hit ''Reply" and never to be seen again like my other post, but I'll do it anyway :D And obviously I haven't read every sinlge message in this thread so I might be repeating what has already been said/discussed.

Anyhow, I'm just thinking about the mechanics here, completely ignoring what is ADS, DDS, ADHD, ACDC or how it affects those who want to cherry pick or those who explore every nook and cranny and all that.

But what if, the whole scanning was aking to the sonars on submarines. We'd have Passive Honk and Active Honk.

So, upon entering the system you could do a quick Passive Honk. It would reveal the rough bearing of the bodies but not distance/location in the system. The system map could then show the kind of wire frame-ish graphic you see in the cockpit with the gravitational distortion readings, relative sizes and what not you could use to (try) determine what type of bodies there are in the system and make a guesstimate which is a gas giant and which is a planet, and maybe some other reading to help guesstimate the body's type. At this point you could then decide if the system is worth your time or if it's time to move on. This Passive Honk could also grant a little payout (less than the current single honk), since you didn't really scan the system, simply provided information that the system X has stellar bodies in it, could be worth checking out.

Active Honk would send out a pulse, like the active sonar ping on submarines. It would reveal the bodies' distance/location in the system and more detailed information about them. Now the system map could show more accurate presentation of the bodies but not the exact type or composition. This phase could grant you the basic payout you now get from the single honk if you leave it at that and jump away. But now that you've established the layout of the system you could fire up the new interface and start doing the more detailed scan of the bodies to see what they actually are and this would then grant you the full scan payouts and possible first discoveries.

Side note: The passive and active scanning could also play out in the Bubble, combat or otherwise. Say you could passively scan enemy ships without giving out your presence but you'd only see what the ship is (based on emission data, whatever the game universe has), not their load outs, subsystems, shields etc. With active scan you'd get all that but you'd also give out your presence and location and the ships in question would know someone's "pinging" them and probably not with good intentions.

It could also work as a sort of a countermeasure to interdictions. Unless you want to go blindly interdicting ships, you'd have to Active scan them but it would also reveal your intentions to the other part and they could then try go for some evasive manoeuvres.

But yeah, just something that came to mind. Haven't really explored (no pun intended) every aspect of said mechanism, it's just an idea.

I think there's a lot of merit in this suggestion.
 
I just pointed out that I hope devs avoid any 'compromise' solutions, because those never work in my opinion.

FD have removed carriers and ice world upgrades from the Q4 update as a compromise to give them the resources they need to finish the rest of the content.
So in your opinion they made a mistake doing that and it won't work?
 
Yup, tweaking may be needed, but one thing I do know is that the current ADS would not work with the new system. It wouldn't make any logical sense even with less information it still wouldn't make sense.

What I could live with though is if the honk gave us a system map (based on the gravity distortions) but without any information and a bunch of grey/black balls instead of the actual planet types. So people can see what the layout is like, but not what they are. They will have to explore the system with the new scanner to do that.

Yes this could work, but only if it couldn't give distances and it couldn't have selectable objects. Otherwise it would defeat the whole purpose of the new mechanic to locate the source of a signal. If you know it's direction and distance, then you really are just moving sliders to cut-n-paste system map data ad nauseum. Causing you to swap back and forth between two screens that AREN'T the cockpit: Scanner interface & System Map. That would be both brain dead busy work and extremely annoying, with little to no mystery or problem solving involved.

This is exactly why I don't think a compromise of any kind will really work, and the best solution is just allow both sets of modules, OLD and NEW in the game at the same time. But with no mixing of the two sets.
 
FD have removed carriers and ice world upgrades from the Q4 update as a compromise to give them the resources they need to finish the rest of the content.
So in your opinion they made a mistake doing that and it won't work?

Nice strawman, but that's what's been said. They said they wanted to do more with core gameplay, and that's why they needed to delay some features. That's not really a compromise. Logistics more.
 
This is exactly why I don't think a compromise of any kind will really work, and the best solution is just allow both sets of modules, OLD and NEW in the game at the same time. But with no mixing of the two sets.

Emmm....you basically defined compromise even if you don't name it that way.

No one will keep old and new systems.
 
Nice strawman,

No it's not. Definition of a straw man:
https://www.merriam-webster.com/dictionary/straw%20man

They said they wanted to do more with core gameplay, and that's why they needed to delay some features. That's not really a compromise. Logistics more.

Yes, exactly. Whatever you want to call it they compromised on what features they felt they could deliver.

I don't have an issue with your desire for FD to stick with their orginally proposed mechanics, but stating outright that compromises don't work is just nonsense.
 
"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.

It's a long story.

Galnet vaguely hinted at specific new devices for enhanced ship interaction being developed for the expo in october. Then hinted at it again. And again for a third time, not so subtly either. Then after a few weeks *surprise* the factory producing this stuff was sabotaged and the presentation was reprioritized™.

Since the description of these new gadgets was something incredibly similar to what fdevs shown us in old concept arts, the imagination of some of us went wild.





So, no new livestream this week?
 
Emmm....you basically defined compromise even if you don't name it that way.

No one will keep old and new systems.

A compromise would be a hybrid system, like a fish with human legs instead of fins that still only breathes water.

An uncompromised system would be having mutually exclusive scanner loadouts Old or New but not both. This is the same way that people who like biweave shields and people who like prismatic shields don't need to compromise by giving up their power distributor and everyone getting stuck with a normal E-rated Shield.
 
It's a long story.

Galnet vaguely hinted at specific new devices for enhanced ship interaction being developed for the expo in october. Then hinted at it again. And again for a third time, not so subtly either. Then after a few weeks *surprise* the factory producing this stuff was sabotaged and the presentation was reprioritized™.

Since the description of these new gadgets was something incredibly similar to what fdevs shown us in old concept arts, the imagination of some of us went wild.





So, no new livestream this week?

This is the thing, the livestream is set for one day after the GalNet expo- thats playing with fire...
 
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