News Chapter Four - Exploration Reveal

Yeah, most current explorers would be happy with some drama. Earthquakes, volcanic activity, meteor impacts, ex girlfriends, bring it on!

Good, good, good. Them's the fellers who know their design.

OK, ok, I think you're going much too far with introducing blasted ex-partners in as a form of danger......that's much too dangerous, even for hardcore explorer types :p.
 
On a serious note, though, more dangers out in the black would be fantastic to see. As would more populated solar systems. For now I'd be happy with the introduction of comets (which are already accounted for in Stellar Forge), more dangerous Main Sequence Stars, more dangerous/better looking black holes & Pulsars. Like I said before, though, it would be nice to introduce some game-play around these dangers-like scanning/mining comets, using Black Holes in a similar fashion to Neutron Stars, being able to refuel faster around less stable parts of Main Sequence Stars.....that kind of thing.
 
OK, ok, I think you're going much too far with introducing blasted ex-partners in as a form of danger......that's much too dangerous, even for hardcore explorer types :p.
"Anomaly detected ... it won't stop talking"

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I merely meant that I *loved* Mengy's compromise solution, so was naturally biased towards that being adopted officially. Not suggesting, necessarily, that their own compromise won't be good ;).

As long as Frontier’s “elegant solution” addresses the communities main issue with the 3.3 proposal then it will be good. For the record, that issue is:

The honk needs to provide at least a minimal amount of fast information on the system to allow the pilot to make a snap judgement on whether or not to investigate the system further using the new mechanics.

The proposed 3.3 honk does not do any of this as it only revealed the main star. My suggestion was that it should at least populate the system map to show a system structure (no data or textures) and signify if any bodies were already discovered by other commanders. It sounds like Frontier has solved it another way.

Hopefully it addresses the problem above and does not miss the mark.
 

dayrth

Volunteer Moderator
As long as Frontier’s “elegant solution” addresses the communities main issue with the 3.3 proposal then it will be good. For the record, that issue is:

The honk needs to provide at least a minimal amount of fast information on the system to allow the pilot to make a snap judgement on whether or not to investigate the system further using the new mechanics..

That may be your main issue, but I'm not sure it is the community's. There are a ton of posts here saying this, but they are mostly all from the same half dozen people in what has become a circular argument. Most of those who drop in, have their say then disappear again, don't seem bothered by the loss of the old honk.

Just for clarity. I wouldn't mind either way. I would be using the new mechanic, even if exactly as stated in the OP, but it wouldn't bother me if others had the option of continuing to use the old one.
 
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What kind of missions "require" a honk at present where the alternatives would not work? Yes, buying NavData only works for a specific target system, but so does a honk.
Honk works for all systems; buying nav data does not, simply because there's no telling whether the data will even be available or not. It's required for any where you have to go on an active hunt for whatever it is you're after, rather than just being outright told where to go (and that location being inside an inhabited system).

Hmm, sounds about right, "10's of seconds"
You should probably time it first, because no. You're off by an order of magnitude (or even close to two), especially in the case where there is no nav beacon available.

And why on Zaonce would you fly to a nearby system to buy NavData? You'd buy it -before- leaving on the mission
Again, not all missions happen next-door any more. What is the range of being able to buy nav data? I mean, you're still right about it being rather silly in how it currently works, but it is how it works and any alterations to how you navigate in, between, or at the very edges of the bubble still have to be accounted for.

I still have no idea why the honk is so absolutely necessary for non-explorers running missions or trading in the bubble.
Because, just like for explorers, it tells helps you decide where to go and what to do — the most fundamental decision in giving the player agency rather than wasting their time just to reach that same point. Agency needs to be free, or it ceases to be actual agency, and agency is the life blood of any kind of sandbox environment.

Flipside to that argument is that by playing the "minigame" you -are- exploring the current system.
That's not the flip side — that's the fundamental problem: that you don't get a choice; that you're robbed of agency; and ultimately, that it doesn't even solve or improve of any perceived problem or shortcoming with the current system. All it does is take time, which is the very thing it ought not to do.

It's particularly weird that it takes time at this end, where it hurts the gameplay, whereas it is sped up at the other end, so that the main purpose of its addition (replacing straight-line flying with some kind of activity) is reduced, and not changed at all at the very extreme end, by necessity as you can't really go to a planet without… well… going there. :p

It's as if the devs looked at the problem-focused alterations and said “oh no, look at how much quicker and focused this will be — someone, figure out a massive time sink to slow it down, quickly!”
 
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Honk works for all systems; buying nav data does not, simply because there's no telling whether the data will even be available or not. It's required for any where you have to go on an active hunt for whatever it is you're after, rather than just being outright told where to go (and that location being inside an inhabited system).


You should probably time it first, because no. You're off by an order of magnitude (or even close to two), especially in the case where there is no nav beacon available.


Again, not all missions happen next-door any more. What is the range of being able to buy nav data? I mean, you're still right about it being rather silly in how it currently works, but it is how it works and any alterations to how you navigate in, between, or at the very edges of the bubble still have to be accounted for.


Because, just like for explorers, it tells helps you decide where to go and what to do — the most fundamental decision in giving the player agency rather than wasting their time just to reach that same point. Agency needs to be free, or it ceases to be actual agency, and agency is the life blood of any kind of sandbox environment.


That's not the flip side — that's the fundamental problem: that you don't get a choice; that you're robbed of agency; and ultimately, that it doesn't even solve or improve of any perceived problem or shortcoming with the current system. All it does is take time, which is the very thing it ought not to do.

It's particularly weird that it takes time at this end, where it hurts the gameplay, whereas it is sped up at the other end, so that the main purpose of its addition (replacing straight-line flying with some kind of activity) is reduced, and not changed at all at the very extreme end, by necessity as you can't really go to a planet without… well… going there. :p

It's as if the devs looked at the problem-focused alterations and said “oh no, look at how much quicker and focused this will be — someone, figure out a massive time sink to slow it down, quickly!”

Time to scan planets is reduced a lot.

Now: Arrive at system, honk, fly close to every single body in the system and wait for the scans to complete.
Then: Arrive at system, honk to activate scanner, scan every single body from afar without any travelling time, but just by pointing and button pushing.

I am pretty sure the "then" scenario is much, much faster. The step where you actually have to fly to a planet gives us information we don't have ways to access right now. It's additional and only needed if you want to know details about something you scoped out before.
 
Time to scan planets is reduced a lot.

Now: Arrive at system, honk, fly close to every single body in the system and wait for the scans to complete.
Then: Arrive at system, honk to activate scanner, scan every single body from afar without any travelling time, but just by pointing and button pushing.

I am pretty sure the "then" scenario is much, much faster. The step where you actually have to fly to a planet gives us information we don't have ways to access right now. It's additional and only needed if you want to know details about something you scoped out before.

The possible problem though is this: the new system is faster if you want to full scan a system, but slower if you are only looking for specific things.

Similar to how the engineering revamp made it faster to mod a ship to its max yet much slower to casually mod it.
 
So, you are not an explorer and you are angry because you don't want to do the explorer stuff to find your mission locations.

Why not, instead of advocating for the removal or modification of the exploration stuff, you ask for keeping the feature you want? Is not that difficult, you just need to propose for a module that , while in supercruise and with a press of a button, links to the navigation beacon and gives you all the information you need.

Of course this will not be useful in systems without Nav Beacon. In those unexplored systems you will need to do the explorer stuff, but hey! maybe I'm crazy but I think that you should have to explore the unexplored and the auto-explore thing is just for inhabited systems

He already has a module that does that, for every system, with or without a nav beacon, it's called an ADS.
Frontier are removing this staple of discovery gameplay to appease a tiny minority of players who, in actuality, don't really want THIS change. They want reasons and rewards to explore systems AFTER the honk which involves more immersive, skill-based gameplay (as opposed to flying at every body in a system with a DSS equipped).

Frankly, I'm surprised anyone is accepting and defending the removal of the ADS functionality. And then, the cut n paste of the SRV scanner seems like a shallow implementation of what most explorers are asking for.

There needs to be more stuff to find and more planets opened up for surface landings. More and varied POIs. Greater deposits of materials and the like. What's the point of replacing flying to an earth-like with a scanner mini-game to find planets, when there is still NOTHING on that earth-like world to be found or seen.
And it seems the mini discovery games are not done from your pilot's seat, but breaking your immersion with a separate interface - they might as well have you play Tetris or Candy Crush to reveal planets.

While we cannot land / enter the atmosphere of any planetary body that isn't a barren rock, there will be nothing of interest on those planets. The only reason to seek out earth-likes and water worlds is the cash reward (and to get your name on the disco). That's not enough to get me excited.
And speaking of barren rocks, what's the point of exploring them? Even if they do have POIs - and when there are billions of barren rocky planets & moons the ones with anything on them will be few and far between - there's not going to be anything "new".
 
Similar to how the engineering revamp made it faster to mod a ship to its max yet much slower to casually mod it.
Depending on what you mean by "casual".

I think it took me under 10 minutes to completely mod my new Krait to "high G4" level before it even left the hangar, entirely using materials I'd previously collected in passing. (I was being casual, so other than a couple of blueprints which have really easy G5 materials, I didn't go for those). In 2.x it would have taken several hours to get the same outcome

Remote workshops, separated material storage limits and material traders make it massively quicker to casually mod ships - there are some highly specific cases where the 2.4 method was quicker ... and immediately after 3.0 was released a lot of people ran into them because they didn't have pinned blueprints and their material stores were mostly empty ... but in general it benefits the casual user even more than the "must max everything" one.

(I guess we'll find out in Beta whether there's an analogy here for the exploration changes or not)
 
The possible problem though is this: the new system is faster if you want to full scan a system, but slower if you are only looking for specific things.

Similar to how the engineering revamp made it faster to mod a ship to its max yet much slower to casually mod it.

I scan whole systems, but am generally only interested in interesting systems – varied and relatively unique.

Why? To enjoy my time checking them out, of course.

The spice of life must flow. :)
 
He already has a module that does that, for every system, with or without a nav beacon, it's called an ADS.
Frontier are removing this staple of discovery gameplay to appease a tiny minority of players who, in actuality, don't really want THIS change. They want reasons and rewards to explore systems AFTER the honk which involves more immersive, skill-based gameplay (as opposed to flying at every body in a system with a DSS equipped).

Um, no we wanted THIS change too.

We wanted both.

Please get that straight - this "tiny minority" you're referencing (which is not tiny at all) want BOTH reasons and rewards to explore systems AND more interesting mechanics to discover and reveal those systems. Those of us who were happy with the mechanics were happy because it addressed that part of our needs--but if the universe was left exactly the same, that joy would be short lived.

And if you think the new mechanics are a cut and paste of the SRV mechanics you're not paying attention and just going with your gut.
 
On a serious note, though, more dangers out in the black would be fantastic to see. As would more populated solar systems. For now I'd be happy with the introduction of comets (which are already accounted for in Stellar Forge), more dangerous Main Sequence Stars, more dangerous/better looking black holes & Pulsars. Like I said before, though, it would be nice to introduce some game-play around these dangers-like scanning/mining comets, using Black Holes in a similar fashion to Neutron Stars, being able to refuel faster around less stable parts of Main Sequence Stars.....that kind of thing.
I'd like to see mass exchange between Roche range binaries, and it would be cool if there was some danger with random solar storms, like a huge plasma wave that throws your ship out of SC and you have to repair.
 
I'd like to see mass exchange between Roche range binaries, and it would be cool if there was some danger with random solar storms, like a huge plasma wave that throws your ship out of SC and you have to repair.

I'm all for more danger - if it's avoidable, but there are benefits from putting yourself in harm's way.

Risk v. Reward
 
A noob question...

Everyone is talking about the beta, does that mean it will be available to all, or does one 'sign up' for it somewhere?

I'd love to test the beta.

would someone be kind enough to enlighten me, please?
 
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