∞ probes?

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I assumed the example shown was to show that, because the USS now had a timer, you could now go and get the required thing and return, knowing that the USS would still be there.

Our time is important though, and we all know how long supercruise takes. I have my doubts many people will spend the next 10 minutes going out of there way for this guy. There will be more out of gas guys.
 
Our time is important though, and we all know how long supercruise takes. I have my doubts many people will spend the next 10 minutes going out of there way for this guy. There will be more out of gas guys.
Absolutely agree. It's another FD step in the right direction that falls slightly short. Would have preferred the suggestions made above.

Anyway... Infinite probes...
 
After the magazine leak talked about scenarios, I was hoping they would be a little more involved than "Bring me X". I hope there's better ones coming.

Agreed. Perhaps linked to the mission system like getting a good job or further humanitarian jobs etc.
 
You only need a handful of people with strong opinions to keep a topic going in a loop for hundreds of pages until it is locked. Just read the first three pages or so and you'll know everything you'd ever want to know about this. The rest is just people not accepting others disagreeing with this or that.
Not true, NeilF came up with a nice suggestion with rings and asteroids scooping around page 80 :p
 
Indeed; I mean it's not like I was magically given access to an engineered FSD only because I was out exploring when Engineers dropped was it? As long as you're not -removing- functionality, there's no cause to break your design just to avoid needing Cmdrs return to base to refit. The new DSS -adds- functionality so I really don't see why FDev are breaking back to ensure current Cmdrs get an automatic upgrade.

It's incredibly generous of them for sure, in the short term, but a bit short sighted if it means watering down the concepts.
Having an engineered fsd or not will not stop you from fully scanning a system you are in, but you might need to probe every planet and moon in a system to get the new bonus for mapping 100% of a system, so that might be the reason why they are thinking of the CMDR's that are out in the black. (I could be wrong)
 
But in the same vein, the out-of-food lady interaction was a bit weird. Is anyone going to fly a thousand light seconds to bring her a sandwich? And why can't she go to the damn station herself? She's out of food, not gas. Why is she sending me for snacks? Unless she's gonna pay a million credits for that sandwich, she's gonna be waiting a long time.

After the magazine leak talked about scenarios, I was hoping they would be a little more involved than "Bring me X". I hope there's better ones coming.

Yep, that's a flaw in both gameplay and storytelling.

Maybe if the VO said something like "I'm not welcome at the local station but I need supplies..." it'd make more sense?
They could also add a bit of extra gameplay with that, too, 'cos you wouldn't be sure you were helping a good person and there might be a chance the cops would show up and get upset that you were helping an undesirable.

In practical terms, though, the bottom line is that they're simply not worth going out of your way for.

Either there needs to be enough gameplay related to it that people will build a dedicated ship and stock it up with food (and anything else these spongers might want) before spending a session doing this stuff or there needs to be a single module that'll allow us to do some of it, at least.

If not, a lot of these changes will go ignored by most players.
 
Yep, that's a flaw in both gameplay and storytelling.

Maybe if the VO said something like "I'm not welcome at the local station but I need supplies..." it'd make more sense?
They could also add a bit of extra gameplay with that, too, 'cos you wouldn't be sure you were helping a good person and there might be a chance the cops would show up and get upset that you were helping an undesirable.

In practical terms, though, the bottom line is that they're simply not worth going out of your way for.

Either there needs to be enough gameplay related to it that people will build a dedicated ship and stock it up with food (and anything else these spongers might want) before spending a session doing this stuff or there needs to be a single module that'll allow us to do some of it, at least.

If not, a lot of these changes will go ignored by most players.

Single stage fetch quests are the hallmark of a bad MMO and have no place in modern day gaming. Even for a sandbox game that relies on procedural content for most of the questing. They need to do better. Scenerios need to be tied to the mission board and need to have multiple stages that can branch and be dynamic. And have follow up missions that get spawned. Mostly though, they need to be interesting, and worth while doing. Making them voiced doesn't make them better.

Can't wait to try it for myself.

FDEV made two critically positive moves.

1) all scanners / current exploration ships will automatically 'upgrade' to the new equipment.
2) probes are infinite, meaning no grind during mapping / exploration.

rep
 
The answer to this debate is already in the game when you dock at stations. Plus, it's Remlok endorsed.

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Yes agreed.

In a way it's great that people can make role-specific ships, but I miss the days when you could truly have a multipurpose ship which could interact with the entire game. Nowadays you have to constantly refit. You should always have all the basic tools needed to do everything (badly), and then specific tools to be able to do the same things better, if that specific thing is your cup of tea.

It also leads to the situation where a lot of ships as just uber-optimised for one task and one task only.

You do know you CAN still Swiss Army Knife functions into ships and do everting badly if you so desire. You just have to start with the right ship. The Python, Anaconda, Cutter and even Corvette are great examples of Swiss-Army-Ships. Even the Orca and Beluga are good for doing everything badly at once. If you build them that way.
 
Oh noes, streamers come in support of infinite probes

[video=youtube;nYQGrbzX6t0]https://www.youtube.com/watch?v=nYQGrbzX6t0&feature=youtu.be&t=4519[/video]

need to find streamers to represent the 10%!
 
Oh noes, streamers come in support of infinite probes



need to find streamers to represent the 10%!

Who knows... Maybe it's the right/best solution if it makes most/many CMDRs happy.

Still not sold on it myself. But it's only a minor issue.

Note: Unless there's significant quantities and quality of new stuff to discover, witness and encounter in exploration, it'll all be a bit pointless to me, as I've been waiting nearly two years for that to happen :( If there isn't, then I'll be waiting for ED 4.0 and Atmospheric Landings! ;)
 
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You do know you CAN still Swiss Army Knife functions into ships and do everting badly if you so desire. You just have to start with the right ship. The Python, Anaconda, Cutter and even Corvette are great examples of Swiss-Army-Ships. Even the Orca and Beluga are good for doing everything badly at once. If you build them that way.

Yes you can outfit ships with everything, but I think the kind of point being made is your average trader isn't going to be in a position to give a Distress Call NPC any fuel via a limpet. And/or your average explorer won't have a number of other simple "tools" available to them even in the most innefficient/basic of forms.

ie: Gameplay options are locked off possibly needlessly... Is the ability to give someone some fuel really a niche outfitting option? Could it not be possible to at least give someone some fuel in a really basic way via standard ship functionality (available as standard)?
 
Who knows... Maybe it's the right/best solution if it makes most/many CMDRs happy.

Still not sold on it myself. But it's only a minor issue.

Same here.

As I've said, I'm not really fussed either way.
The main thing that irritates me is that once they decided to make "probes" unlimited, they should have modified them into being some kind of energy-scan.

Leaving them as physical objects that appear from nowhere is just careless, lazy, design.
We've either got physical things that appear from nowhere when nothing else does or we've got a module that can automatically collect the material to manufacture new probes when no other modules can do the same.

Course, I was the one who didn't want mat' traders 'cos I'd rather they found a proper way to solve the problems with mat's instead of just applying a band-aid.
Everybody else just seemed happy to have the ability to trade mat's.
I guess sometimes short-term convenience takes precedence over everything else. [sad]
 
Yes you can outfit ships with everything,

.. almost. I tried counting it and I think you need 10-11 slots just to interact at a basic level with most game mechanics, and even then you could argue whether several things I left out of my count would be "required" or "nice to have" for a particular activity. But basically the only ship which qualifies is an Anaconda with 11 general purpose slots available.

Mostly it's the huge number of different limpet controllers which are needed to interact with the game world.
 
Why not just watch it.

Because not everybody wants to sit through 2 hours of waffle to get the 10 seconds of information?

I really dislike the current approach of turning everything into a video. Much kudos to the people who transcribe/summarise stuff into text form.
 
As I've said, I'm not really fussed either way.
The main thing that irritates me is that once they decided to make "probes" unlimited, they should have modified them into being some kind of energy-scan.

I am wondering, are they really represented as physical objects? After all, you don't steer them, you launch them on a ballistic trajectory affected by the target body's gravity. So it could be just some kind of plasma pulse or whatever that upon impact generates some kind of signal (maybe particle accelerator style) which can be used to infer something about the surface structure (like echolocation, just with electromagnetic radiation).
 
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