[What I think about] landing on planets

Hi there, it's CMDR Charonys, full-time noob and amateur critic!

I have been playing Elite for a bit now and decided to contribute to this community with my subjective experiences and weird thoughts by writing a non-regular series - call it personal log if you will. The main goal is to provide food for thought, hopefully sparking interesting discussions, maybe even come up with good suggestions that may or may not be implemented. I hope there is some entertainment value, but constructive contributions are very welcome.

Today I want to talk about landing on planets. Just to clarify, I do like the general approach - I'm just not a fan of one particular aspect: finding a proper spot to land on. I'm sure this has been a topic in the past, maybe suggestions have been made already, an actual change seems unlikely - but if there ever will be a quality of life update, this is why and how I would love to see a change.
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From a character's in-game perspective, landing on planets seems tedious because finding the right spot can be such a pain, especially with larger ships. Obviously, terrain isn't flat, that's just how the Creator made all planets in this universe. I'm not saying that the Creator is bad at creating flat surfaces, I'm just saying we can't expect flat surfaces on every single planet. However, mankind has been using brains pretty efficiently for the most part - so why is developing proper landing technology such a problem?

We have come up with some great inventions and with the help of alien technology we have progressed even further. We can travel the galaxy without much effort these days, the need for expansion has resulted in our species colonizing the most remote and usually uninhabitable places. Thus, I can't even begin how much time has been wasted trying to find the perfect landing spot. Imagine how much faster we could get things done if only there was a more efficient way to set foot on a planet.

Ironically, when we command the ship's A.I. to pick us up from the ground, there are almost no problems finding a proper landing spot. In fact, the technology we already have developed is capable of quickly identifying a suitable, flat-ish surface to land any ship of any size within seconds. Meanwhile, a commander piloting the ship him/herself may not be that lucky.

So my biggest question is: how is it even possible that we do have the tech that allows A.I. to analyse/process obviously available information and translating that into an efficient landing approach - meanwhile human pilots can't do so? Why is that information not presented to the pilot? With all the sensors and data analysis and computing power at our fingertips, we still are not able to access it?

People have developed technology to land on surfaces automatically already about 1000 years ago (remember that weird guy, Musky or whatever his name was with the rocket thing who was obsessed with Mars?), yet in 3305 we still struggle with it? Where did all the money go that R&D has spent during the past centuries?

I really think we need to convince manufacturers to give us full access over ships and modules, even if it's just more data to make more informed decisions. If A.I. already has access to that data, I don't understand the reason why pilots shouldn't.
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From a player's perspective, finding the right spot is just busy work. Sure, one can learn to speed up the process somehow, but often it seems like it's just pure luck (or bad luck) to find a proper landing spot. Furthermore, the A.I. assisted landing doesn't find perfectly flat surfaces either. Usually, it's more uneven ground than what I was forced to find which is just silly. I often find pretty flat surfaces with my SRV, big enough for the huge ships, yet it won't let me land there for whatever reason.

So here are some suggestions that I think would make sense, not just from a player's perspective but also from a character's perspective:

1) better tools to search/identify suitable landing spots, e.g. something that involves a more detailed, manual scan of the nearby terrain - for example by using the DSS in "close range mode", which would then make suitable landing areas visible on the terrain map from a distance, e.g. 5 km above ground in a 2 km radius or something like that.

2) better sensors that provide a better short-range analysis of the terrain below, providing better visual indicators - basically an iterative approach displaying possible landing spots from further away, which may or may not turn out to be good landing spots. At least provide a number of choices which then can be narrowed down by approaching all the viable options, giving players something to start with.

3) upgrade-able landing gear, either through a better planetary approach module or the option to engineer that module which basically allows landing on more uneven surfaces. The technology involved would overcome height differences via adjustable/hydraulic landing gear - that's really basic engineering solutions that should be available (applying some logic, taking into account the technology already available in the game).

A combination of these three solutions could not only result in faster landings but also introduce a change of pace. I'd be more willing to play an extra mini-game that actually provides some solid options thanks to my time investment, instead of wasting my time by simulating an unnecessary challenge that only delays my gameplay experience. As of now, I really do not see the benefits of the current approach, nor do I feel like it's a real challenge that creates any sort of depth - it's just annoying at best.

If the main aspect is to create a challenge, there are far better ways to introduce such an element from a game design perspective as well as in-game perspective (imho). After a pretty easy approach, heading for the surface basically unharmed in most cases etc, I can get behind the idea that there has to be some sort of problem solving or puzzle that adds tension/excitement or an obstacle to overcome so the reward (landing safely) is somewhat justified, but this is just tedious and not really fun. In some areas, finding a landing spot is really annoying. Now, maybe areas around POIs are treated differently in terms of "surface generation", but I feel like there is no consistency - which one would expect. If I can land "here" I would expect similar terrain to provide a similar experience, yet it doesn't. So even if we approach this from the perspective of "learning by doing" it doesn't seem to work.

Sure, maybe I'm just really bad at this and there is a great trick or a really simple approach to this - but in that case, the game has failed to inform me how I can optimize the process myself reliably. In that case, it's still not designed properly to result in a learning experience for the player, leading to increasing "landing skills" as one would hope with such an approach.
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I'd love to hear your thoughts on this. From my perspective, introducing some sort of change - even if it creates a new, but fun challenge - would be more than welcome.

PS: if there ever will be a more interactive planetary experience, it would be cool to be able to invest a few resources to place a tiny, (semi-)permanent beacon to mark a good landing spot or any type of interesting location for that matter.
 
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Small ships are more fun... :cool:

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justified, but this is just tedious and not really fun.
Welcome to elite dangerous!!!!!

on a serious note, landing locations get easy to spot with more experience. I used to do a lot of those planetary scan missions in my Krait and would just fly fast and low until I found one, never more than 1km from target.

also it is possible to land an anaconda inside most of the guardian sites, so imo ship size is a non factor. You just have to look for a space that looks like will fit your ship
 
Excellent point OP and some really good suggestions too. I'll add one more (similar to what Old Duck is blathering about). You may have seen, on occasion when recalling your ship in rough terrain, that the ship AI is not able to find a nearby flat spot and instead brings the ship down right where you are and then leaves it hovering. Now, if you're really lucky you'll be able to park the SRV under where the vehicle bay is, select board ship, and have your SRV lifted up off the ground and into the ship. So my suggestion is that we should be allowed to deploy the SRV from a hovering ship too. I'd especially like to be able to do this on the top of mountains I'd like to base jump off the top of (think heli-skiing). The game could limit us to only being able to do this below a certain altitude and it could warn us (like the press SC twice to emergency drop thing) if we're not actually landed.
 
Currently there is a challenge here for the player. If you fly a bigger ship then there are less landing spots and more effort is required to find them. The more tools you provide to find locations the easier you make it. I actually like it when there is a gap between the tools provided and what you need to do. You can fill the gap by experimentation and experience. This for me is what game design is all about, rewarding the player for his experience /skill gained.
 
Currently there is a challenge here for the player. [...] You can fill the gap by experimentation and experience. This for me is what game design is all about, rewarding the player for his experience /skill gained.

Sorry, I do not agree. Just today I tried to land inside a large crater and after almost 10 minutes of circling around, I finally gave up and went for a different spot 10 km away. I then continued to explore that crater with the SRV, called the ship to pick me up - guess what, it found a spot right away. So I get in, start the engines and try to land on the exact same spot - unsuitable terrain. Sadly, this isn't a one time scenario. You tell me how that is great game design, because from where I'm hovering it isn't.

There is a difference (imho) between an actual challenge and an annoying mechanic that tries to simulate a challenge by wasting a player's time.

The experience I have gained so far is worthless due to lack of consistency. In one area, I can easily identify a spot that looks somewhat flat and land my big ship - but I locate a similar area a few km away, there is no chance the ship will land - comparing these areas close-up with the SRV supports my initial assumption that I should be able to land there, the game just doesn't let me. Ofc, the A.I. can land there without any issues.

I would be more understanding if the A.I. would struggle just as much, but it has entirely different criteria as well (or so it seems). The A.I. may land on the most uneven terrain, the ship's landing gear does not even touch the ground in some cases - it just sits there on invisible boxes. Meanwhile, the player is forced to find the most perfect spot ever. Why am I not allowed to land in the exact same spot the A.I. is allowed to land? Why do I have to fulfill different criteria for landing on surfaces?
 
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Sorry, I do not agree. Just today I tried to land inside a large crater and after almost 10 minutes of circling around, I finally gave up and went for a different spot 10 km away. I then continued to explore that crater with the SRV, called the ship to pick me up - guess what, it found a spot right away. So I get in, start the engines and try to land on the exact same spot - unsuitable terrain. Sadly, this isn't a one time scenario. You tell me how that is great game design, because from where I'm hovering it isn't.

There is a difference (imho) between an actual challenge and an annoying mechanic that tries to simulate a challenge by wasting a player's time.

The experience I have gained so far is worthless due to lack of consistency. In one area, I can easily identify a spot that looks somewhat flat and land my big ship - but I locate a similar area a few km away, there is no chance the ship will land - comparing these areas close-up with the SRV supports my initial assumption that I should be able to land there, the game just doesn't let me. Ofc, the A.I. can land there without any issues.

I would be more understanding if the A.I. would struggle just as much, but it has entirely different criteria as well (or so it seems). The A.I. may land on the most uneven terrain, the ship's landing gear does not even touch the ground in some cases - it just sits there on invisible boxes. Meanwhile, the player is forced to find the most perfect spot ever. Why am I not allowed to land in the exact same spot the A.I. is allowed to land? Why do I have to fulfill different criteria for landing on surfaces?
Have you logged a ticket for this. Maybe this is deliberate, I can imagine it might be very frustrating to call your ship and then have to travel miles to get to it. In the interests of enjoyable game play I could perceive that allowing more generous landing might be beneficial. Either way its either a bug or deliberate and if you log a ticket FD should be able to confirm one way or another.
 
Have you logged a ticket for this. Maybe this is deliberate, I can imagine it might be very frustrating to call your ship and then have to travel miles to get to it. In the interests of enjoyable game play I could perceive that allowing more generous landing might be beneficial. Either way its either a bug or deliberate and if you log a ticket FD should be able to confirm one way or another.
Actually logging this issue (the difficulty of finding a landing spot when a recalled ship is able to do it) under the guise of a bug report would be a really good way to bring it to FD's attention. I had a quick look through the issue tracker but haven't managed to find anything similar. If you do log it then pot the issue report link here and then I'll gladly contribute to it.
 
Isn't it about time we had telescopic landing gear?
Like inverse-kinematic stuff so the gear isn’t floating in the air or jutting out at odd angles? If it’s more for landing on difficult terrain, I’d prefer the hot-drop / winch recovery hovering option.

Then again, if our ships could go all Thunderbird 2 (with attendant music)...:unsure:
 
Either way its either a bug or deliberate and if you log a ticket FD should be able to confirm one way or another.

Thanks I did not consider this, will do sometime this weekend.

Sry if my previous post was a bit harsh, I was frustrated with the experience.

To give a good example of well designed landing: landing on a station pad. There are not only visual indicators that help out, but it is something one can learn and master thanks to a consistent experience overall. There are no random parameters that make previous experiences irrelevant - and even though the A.I. is faster, the criteria for landing successfully are exactly the same. The only difference is that the A.I. can maneuver ships more efficiently.

Now, I understand that landing on a planet can not be as smooth. If we assume that some version of my suggestions (how to improve the experience) would be implemented in the future, I wouldn't mind to see additional challenging aspects introduced as well, so one can master landing on planets over time by improving landing skills, respectively learning how to deal with those challenges.

From my perspective, the key to an interesting challenge is the opportunity to learn from the experience made while relying on reproducible results.
 
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