No. You must have missed the context of that sentence. He's not talking about distance — he's talking about type signature. Let's see that part again, without the unfortunate cutting you just did:You must have missed how the filters work:
This means that if you KNOW THE DISTANCE, then the only that will show up is the one at that exact distance.
“The scale” is the energy signature of the system, from low-energy rocks to high-energy gas giants and stars. “This range” is the part of “the scale” you're selecting with your filter. The “range” is not a distance, but an upper and lower bound of energy values.The system scan now returns an aggregated display of how energetic the electromagnetic emissions are in the system. Signals are sorted on a low to high scale by their apparent energy. For example, emissions from rocky clusters will appear at the lower end of the scale, hot gas giants at the upper range. This information requires some interpretation as signals can overlap.
You are able to tune the focus of your sensors to a particular point on the scale, making emissions from objects at this range much clearer, at the cost of filtering out signals returned from bodies not emitting at this range.
No. By keeping the ADS honk, I want to be sure that there are actual pages in the book, not just a painted wooden block. I'll say it one more time: what mystery is being destroyed by the ability to make decisions? It keeps being brought up but never actually explained or defined.By keeping the ADS honk, you want to put the last page of the book in the prologue and say: "Look! The mystery is still intact! Now I know exactly what pages of the mystery I want to read! What is the problem here?? I now have AGENCY, because I know which pages to skip!"
The scanning mechanic is only half of what this update needed to be and that's why it's a hard sell for Frontier - I'd be extremely surprised (and disappointed) if they don't understand this.
No. You must have missed the context of that sentence. He's not talking about distance
By keeping the ADS honk, I want to be sure that there are actual pages in the book
Even better. This means you can correlate two data sources to remove the guesswork and instead deduce. You can choose. You have an actual puzzle at your hand. You have something that [gasp!] almost starts to approach actual gameplay.It's not necessary to set the distance to resolve objects, but if you correctly guess correctly then you are rewarded by having a clean signal. Hence if you already know the distance, the process of "guessing" the energy becomes trivialized.
…or why not by, say, the system map, since it very concisely presents all the information that go into that judgement — a lot of which cannot fit or be presented as an energy signal? In exchange for this increased agency in picking your exploration hunting ground, you can now apply a small amount of mental energy to the subsequent scanning process, adding additional agency to that part of the proceeding as well rather than just have it be a rote matter of following UI prompts.You mean you want to know that it isn't just ice balls, or some other object you find worthless? You will know that from the energy signal.
If all you're looking for is whether or not you should stay to scan the system, then the energy distribution will tell you that as easily as the current system map tell you, but without destroying the sense of mystery.
The text is ambiguous but they cleared it up in the livestream, and they are actually talking about both distance and energy level. I don't recall the time stamp, but they confirmed on the live stream that you'll be able to focus the distance and remove any signals not at that set distance.
I just don't think the right way of determining whether a body is worth scanning is by having to scan it first.![]()
That right there is the issue with Frontier's proposal in a nutshell. Making the honk worthless means the player has zero information on the system until they actually scan the bodies in it with the FSS. The process needs to have a carrot dangling first in order to convince the player to want to use the FSS.
The honk needs to be nerfed, just not all the way into the Stone Age like the proposal describes.
I agree with you here. We have yet to see what the planetside half of the equation will be, or what kind of signals sources will exist in deep space. I work from the assumption that Frontier generates content based on Eyeballs. Right now there aren't enough eyeballs to justify content creation enough to fill 400 billion star systems with sufficiently varied content. Maybe that's not even possible. But if the new mechanic gets enough people interested in Exploration again, then the Eyeballs will very likely lead to new content.
The time stamp is 46 minutes (and a few seconds).
So yes, I agree that the distance should not be shown on any reveal (should there be one). I do however still feel that a generic reveal will enable players to see whether they want to devote more time to a given system for whatever reasons they have for exploring. Could be searching for ELW, could be interesting planetary formations, could be based upon whether a system has already been discovered.
Personally I think once this determination has been made, the new scanning mechanics will be fine. They are more interactive and can still provide the mental engagement of locating specific bodies and scanning them.
I just don't think the right way of determining whether a body is worth scanning is by having to scan it first.![]()
I could be wrong, but I get the feeling that this is where the majority of commentators on this thread are arriving at. Something that retains the best elements of the mechanic proposed in the OP, whilst retaining some aspects of the current mechanic. The exploration bug from the 2.2 Beta, I believe, gives us the best kicking off point for such a hybrid system.....as most every sensible poster here has suggested (or words to that effect).
To reiterate my own view-Honk would give a detailed scan of stellar objects at a range of under X light-seconds; a low resolution scan (blackened spheres; probabilities of different planet types & Emission/Gravity info) at a range of between X & Y Light-seconds, & Emission/Gravity info only at a range of greater than Y light seconds. The values of X & Y would be impacted by a combo of Scanner Quality (Basic, Intermediate & Advanced), Engineering effects & the size of the stellar object relative to an Earth Sized Planet (so a gas giant will be more likely to get a low resolution scan, at a range of Y light-seconds, than a rocky world half the size of Earth). The honk should also reveal the approximate *locations*-in space-but not distances, using circles displayed on your HUD (size of circles would be determined by a combination of the size/distance of the object from the scanning ship-so a gas giant 100,000 light-seconds away might have a circle the same size as a terrestrial world less than 100 light seconds away).
The scanner properties would also impact the ranges & angles at which active-or passive-detailed scans of stellar objects could occur.
As I said, I believe this approach could retain the best of both worlds, providing a big enough carrot for players who are only looking for specific types of planets, whilst still leaving the Emission/Gravity mechanic for players who want to retain *all* the mystery until the last possible moment.
The 'black body' comprise doesn't address the two issues I have with the new mechanic:
1. It doesn't tell me if there's something in the system that I want to scan
2. Scanning is done whilst parked at the star, not by flying around the system
Ziljian's solution of an option to fit either the old scanners or the new ones is the only one I've seen that allows me to explore in a manner that I find enjoyable.
Just a question, but if the energy signal tells you what kind of bodies are in the system, doesn't this tell you whether there are bodies in the system that you'll want to scan?
Also from the only image I could find of the probe scanner interface (artist rendition not screenshot), it does appear that we'll still need to fly to bodies that are interesting enough to probe. So there will likely still be flying, it just won't be necessary for the prelim screening done via scanning juicy signal types.
It's not just a question of what is there - it also depends on where. As an example, I'll always scan a water world orbiting a gas giant, but I won't always do a water world by itself. There's a decision to be made about what I scan in every system and it isn't based on credits. I can't make that decision from just the signal scanner - at least not in a few seconds.
The main reason, though, is that systems have 'character' right now - the layout, distance between bodies, binary planets, trinary planets (my holy grail is trinary ELWs). Scanning from the main star makes every system 'flat'. Binaries become meaningless, complex layouts become an irrelevance. Close orbiting neutron stars? Who cares?
It's not just a question of what is there - it also depends on where. As an example, I'll always scan a water world orbiting a gas giant, but I won't always do a water world by itself. There's a decision to be made about what I scan in every system and it isn't based on credits. I can't make that decision from just the signal scanner - at least not in a few seconds.
Unless your plan is to surface scan every single body in a system (have fun synthesizing probes every third jump) then every single system becomes the same as all the others.
For me, that takes all the enjoyment out of exploration.
If you slide the range filter, you'll be able to see what objects are which ranges. For example: a gas giant with moons will be easily filterable because the gas giant and it's moons will all be at the same range from the sun. If there is a water world orbiting the gas giant, you'll see it via the range filter. It may not be as ridiculously obvious as looking at a system map, but that info will be there BEFORE you begin scanning.
None of that info is lost. You might have missed it from the screen shots, but if you have two unresolved neutron stars, then the signal for the neutron stars will have twice the amplitude in the energy distribution signal (really need to start shortening that to EDS or something!). If you combine that with the distance filter, then a trinary star system with 2 binary neutrons will appear as a double tall signal at a filtered distance. If they are far apart, then the signal will be half of the binary neutron signal when you filter for that distance.
The point is, the new system may not hit you over the head with special orbits, or special pairings, but that info is very much going to be included in the signal.
The process of gathering information about a system becomes more long-winded and then when it's done, I have no reason to actually FLY anywhere.