Newcomer / Intro How an I supposed to clear a ground base?

As always you are doing a great job of helping people!
Just to simplify it a bit - there is also this image available with the legend to maps ( Source: https://imgur.com/t3IGQbI
)

t3IGQbI.jpg

IT FINALLY WORKED! For some reason, going in fast without triggering an attack activated the scan targets and I managed to get it done. I wonder why it never occurred to me that the huge green light beam might actually be my objective...but well, at least now I know how to level a base and deal with the consequences.

So thank you guys for all the help here!

Also, @djadjok, hats off for putting together all that info.
 
I do have some practice with the Scarab from farming alien sites, but I can't say I'm great at it.

I did destroy all the turrets with the ship. I used a shield tank with multi-cannons and it worked like a charm. However, the skimmers did not activate until I got out of the ship, no matter how low I would fly. Also, as I mentioned somewhere above, even touching a data point with the nose of my ship didn't allow me to target and scan it.

I'm honestly starting to believe that base is bugged.

Maybe FD changed it then. It has been a while for me. Wouldn't surprise me, I don't think FD liked people evading the SRV approach by using base bombing and then just waltzing in :D
 
Maybe FD changed it then. It has been a while for me. Wouldn't surprise me, I don't think FD liked people evading the SRV approach by using base bombing and then just waltzing in :D

Well, considering how awkward the Scarab works and the lack of any stealth mechanics in approaching these ground bases, I'd say they'd better learn to like the nuke approach.

However, in my opinion nothing was changed, but this particular base is a little bugged. The scan targets only activated when I managed to get close enough without triggering the base to attack.
 
Well, considering how awkward the Scarab works and the lack of any stealth mechanics in approaching these ground bases, I'd say they'd better learn to like the nuke approach.

However, in my opinion nothing was changed, but this particular base is a little bugged. The scan targets only activated when I managed to get close enough without triggering the base to attack.
tsss... beware, the commander that you have replied to (@Agony_Aunt ) while mentioning scarab handling - have had circumnavigated at least one entire planet ;) Yes, in scarab....


In fact your ship sensors do have quite a reduced sensitivity in all that concerns ground targets. Only if you have a regular mission (like scan terminal, acquire data, etc) then the mission target(s) - and only them - are specially highlighted on you radar. Otherwise...
Tip Off mission is not a regular one, there is no special target highlighting. You SRV is 4 meters long, your Python - 88 meters. Maximum scan distance is slightly above 51 meters, and that's why you need literally to tap the terminal with the nose of your ship in order to scan it with the on-board datalink (and even to "see" it on the radar) .

Yep, the Tip Off location in Djabara is a known one, and the target settlement there is in fact of "Large Industrial, High Security" layout - so the map as posted by @Para Handy earlier and the same available on EDDB (here) are were correct (they have been created back in 3303, and since then most of the settlements have been updated with changes to their restricted zones sizes toward much bigger ones). And yes, some scarab stealth mechanics has been awaited for far too long...

Also - in case the particular Tip Off mission valid period is near its deadline and only if the target of a particular Tip Off mission is a planetary settlement, then the only known so far consequence of scanning it after that date is the overall amount of credits gained for that scan. Any other targets will effectively vanish on that date or even earlier, depending on your real time zone (not forever, but for relatively long period). The target type of the mission can be predicted on the base of that particular mission description.


Thanks for that enhanced legend, I had not seen that before, very helpful.
Oh, as always it was buried somewhere on the links tab =)
Also, in case people missed it, the links to your settlements database (and other links) are in your signature (I keep forgetting this when looking for stuff).
The problem with signature is
1)as far as I know there is an option to disable signatures forum-wise
2)in my case only very tops of some of my projects have been placed there - since long ago there is not enough place in the signature field=)
 
tsss... beware, the commander that you have replied to (@Agony_Aunt ) while mentioning scarab handling - have had circumnavigated at least one entire planet ;) Yes, in scarab....


In fact your ship sensors do have quite a reduced sensitivity in all that concerns ground targets. Only if you have a regular mission (like scan terminal, acquire data, etc) then the mission target(s) - and only them - are specially highlighted on you radar. Otherwise...
Tip Off mission is not a regular one, there is no special target highlighting. You SRV is 4 meters long, your Python - 88 meters. Maximum scan distance is slightly above 51 meters, and that's why you need literally to tap the terminal with the nose of your ship in order to scan it with the on-board datalink (and even to "see" it on the radar) .

Yep, the Tip Off location in Djabara is a known one, and the target settlement there is in fact of "Large Industrial, High Security" layout - so the map as posted by @Para Handy earlier and the same available on EDDB (here) are were correct (they have been created back in 3303, and since then most of the settlements have been updated with changes to their restricted zones sizes toward much bigger ones). And yes, some scarab stealth mechanics has been awaited for far too long...

Also - in case the particular Tip Off mission valid period is near its deadline and only if the target of a particular Tip Off mission is a planetary settlement, then the only known so far consequence of scanning it after that date is the overall amount of credits gained for that scan. Any other targets will effectively vanish on that date or even earlier, depending on your real time zone (not forever, but for relatively long period). The target type of the mission can be predicted on the base of that particular mission description.



Oh, as always it was buried somewhere on the links tab =)

The problem with signature is
1)as far as I know there is an option to disable signatures forum-wise
2)in my case only very tops of some of my projects have been placed there - since long ago there is not enough place in the signature field=)

Someone is bad mouthing the handling on the Scarab?!!!

What did you say you little punk? I have a black belt in Scarab driving and i've got over 500 confirmed skimmer kills! Meet me on the field of Scarab battle tomorrow at dawn!

:D

Seriously though, it takes a while to master, and i don't have the mad skillz some CMDRs have with it. My main advantage doesn't come from my own skills but from my peripherals. A steering wheel and pedals really transforms SRV driving and with one hand on wheel, feet on pedals, and another hand on mouse allows easy driving and using turret at the same time. Its a major boost to combat against skimmers. And i find driving with wheels and pedals a lot easier than using stick or keyboard or whatever.
 
tsss... beware, the commander that you have replied to (@Agony_Aunt ) while mentioning scarab handling - have had circumnavigated at least one entire planet ;) Yes, in scarab....


In fact your ship sensors do have quite a reduced sensitivity in all that concerns ground targets. Only if you have a regular mission (like scan terminal, acquire data, etc) then the mission target(s) - and only them - are specially highlighted on you radar. Otherwise...
Tip Off mission is not a regular one, there is no special target highlighting. You SRV is 4 meters long, your Python - 88 meters. Maximum scan distance is slightly above 51 meters, and that's why you need literally to tap the terminal with the nose of your ship in order to scan it with the on-board datalink (and even to "see" it on the radar) .

Yep, the Tip Off location in Djabara is a known one, and the target settlement there is in fact of "Large Industrial, High Security" layout - so the map as posted by @Para Handy earlier and the same available on EDDB (here) are were correct (they have been created back in 3303, and since then most of the settlements have been updated with changes to their restricted zones sizes toward much bigger ones). And yes, some scarab stealth mechanics has been awaited for far too long...

Also - in case the particular Tip Off mission valid period is near its deadline and only if the target of a particular Tip Off mission is a planetary settlement, then the only known so far consequence of scanning it after that date is the overall amount of credits gained for that scan. Any other targets will effectively vanish on that date or even earlier, depending on your real time zone (not forever, but for relatively long period). The target type of the mission can be predicted on the base of that particular mission description.



Oh, as always it was buried somewhere on the links tab =)

The problem with signature is
1)as far as I know there is an option to disable signatures forum-wise
2)in my case only very tops of some of my projects have been placed there - since long ago there is not enough place in the signature field=)

Didn't know that about the scan targets. Been playing only for about a month and a half, so I'm still learning various mechanics. Thanks for the detailed explanations.

I believe the mission was still within its completion term, but I didn't do it for the cash. I just get stubborn when I find something difficult to do. Glad I ran into you guys over here.
 
Someone is bad mouthing the handling on the Scarab?!!!

What did you say you little punk? I have a black belt in Scarab driving and i've got over 500 confirmed skimmer kills! Meet me on the field of Scarab battle tomorrow at dawn!

:D

Seriously though, it takes a while to master, and i don't have the mad skillz some CMDRs have with it. My main advantage doesn't come from my own skills but from my peripherals. A steering wheel and pedals really transforms SRV driving and with one hand on wheel, feet on pedals, and another hand on mouse allows easy driving and using turret at the same time. Its a major boost to combat against skimmers. And i find driving with wheels and pedals a lot easier than using stick or keyboard or whatever.

I actually found it easier to disable mouse driving and set up speed limiters. I drive it from up in the turret most of the time.

However, if there's something I hate in this game, it's the SRV :) Ugly as hell, paper thin and pretentious to drive.
 
They're definitely more fun. Love it how these guys manage to have good control of the ship in 3rd person. That's a skill I have yet to master...err...acquire. Thanks for the vid.
Hmm.. Buur Pit definately mastered the making of in-game videos, yes-yes, he have some dedicated to srv's as well=)
And not, srv definately are not paper thin. And if mastered their driving is a real fun=)
If you appreciate turretview driving and stealth-alike srv-based mechanics then get a look on medium industrial high security settlements (M6H) - the closest match I've found. There are only few of them known (can be searched on EDDB/attractions or in my spreadsheets).
They have a very particular configuration of the restricted area that allow - for an experienced driver - to scan all six data access points (and win the chained scan mini-game) without even getting fined for tresspassing. So it's the best testing ground for short-range srv-driving. As an additional "bonus" - at lest one of those settlements is a tip off mission target=)
 
Hmm.. Buur Pit definately mastered the making of in-game videos, yes-yes, he have some dedicated to srv's as well=)
And not, srv definately are not paper thin. And if mastered their driving is a real fun=)
If you appreciate turretview driving and stealth-alike srv-based mechanics then get a look on medium industrial high security settlements (M6H) - the closest match I've found. There are only few of them known (can be searched on EDDB/attractions or in my spreadsheets).
They have a very particular configuration of the restricted area that allow - for an experienced driver - to scan all six data access points (and win the chained scan mini-game) without even getting fined for tresspassing. So it's the best testing ground for short-range srv-driving. As an additional "bonus" - at lest one of those settlements is a tip off mission target=)

Ok, maybe I exaggerated a bit when I called them paper thin. I guess I'm not supposed to be able to take down a ship from an SRV, right? :)

You know, sometime in the past a woman told me this: "There is a woman for any man on this planet, no matter how ugly and useless he is." Suffice to say that gave me hope and colored my world pink :) So, following this line of thought, I guess there is a driver for every SRV :D

But, you guys have been nice to me and I don't want to upset you, so I'm officially dropping the SRV...quality control subject :) I just wish there would be more content built around it and it would've been great if they made it customizable, like the ships. Ummm...come to think of it...I also dislike the ships' design in this game - aesthetics wise - so all in all I guess the SRV is OK.

Thanks for the pointer on those settlements. Up to now I wasn't tempted to go deeper into the planetary content because it feels a bit...shallow. Like there is a lot of unexploited potential. Maybe Odyssey will change that.
 
Ok, maybe I exaggerated a bit when I called them paper thin. I guess I'm not supposed to be able to take down a ship from an SRV, right? :)
Yes, while this is in fact possible - in some special cases - I'm also doubt that this has been regarded as a "mainstream" solution=)
I just wish there would be more content built around it and it would've been great if they made it customizable, like the ships. Ummm...come to think of it...I also dislike the ships' design in this game - aesthetics wise - so all in all I guess the SRV is OK.
I hope we will have more models and/or customizations coming with Odyssey, may be also some kind of engineering. However I assume that at some point I will be even a bit nostalgic about the present times, when you have the same vehicle for all (with customizable skins), fully functional from the very beginning (without requirement of some another endless grind in order to stay "competitive") =)
Up to now I wasn't tempted to go deeper into the planetary content because it feels a bit...shallow. Like there is a lot of unexploited potential. Maybe Odyssey will change that.
Hmm, may be it will sound a bit surprisingly, but I think that there is quite a direct relation between the approach demonstrated in the video posted earlier and that impression of settlements being more as placeholders than the actual content. May be I'm completely wrong but I think that our own (as the playerbase) habits have affected may be not the design decisions themselves, but - let say - design priorities.
As you have shown some interest in "more stealth" planetary mechanics, here is a rather sad story of planetary settlements, and the conflicting approaches of "stealth" versus "burn them all" (assaults) - as I see it.
Settlements have been introduced in-game with the first release of Horizons. However their first versions were slightly different from their current states.
1. There were no guarding ships.
2. There were no point defenses.
3. They have had less "global" restricted zones, and they have been much more "personalized" for each individual layout.
4. There were no "unlimited" stocks (waves) of skimmers. Their final numbers were finite and more logical, related to the size and security.
However there were all those "strange" terminals/generators that one can interact with, and at least some of them have had some visual functionality (temporary opening/closing gates, disabling turrets/platforms/skimmers, etc). But in most cases this functionality were... useless (the state it remains up to now).
5. Yes, there were already this data point chain scan minigames, that have resulted in obtaining some "data type materials" - but that was even before the release of the Engineers, so that was also useless at that stage.
6. Good opportunity to remind that at that time all that datasources (or their chaines) were "immune" to relogs due to 2-week long cooldown timer after each successful scan. And scanning CDT's were much more lucrative (3KK)=).
7. Inevitably there were bugs. Even worse situation was with the related missions. (Besides, the mission stacking along with "board flipping" were available at that time)
In fact there were no much related - and playable without too much annoying bugs - content. Pretty the same situation as it is now.
8. Ah yes, there were SRV's. And - I have nearby forgot it! - our ships were not equipped with the on-board datalink scanners. That was an SRV-exclusive tool=)
I will never deny that there is some gap that one must overtake to master srv-driving skills, as always practice is necessary to feel comfortable.
At that stage everyone have a choice - study the settlement, figure out a good path, is it necessary to take down defenses or there are other ways, and yes, master srv handling... Or just use you ship - that you have mastered already - burn them all, take no prisoners and finish the job. Time is money. Dumbfire missiles? Where I can buy them? Oh, at the very end you'll be probably obliged to use your srv - to scan something, so blow generator-type missions will be you preferable choice (no need to drive that thing). Board flip, stack them, blow one - and here is you money. No need for any different and more complicated approaches. It's fun! Burn them all...

So, quite logically with the nearest update there were introduced the patrol ships and point defenses as a new part of stationary defenses.
What does that have changed in commanders relations with settlements?
Quite a few of high/medium security large/medium size bases became quasi-inaccessible by srv/solo commanders. SRV versus ships don't last for long. Creating effectively a new kind of gameplay for groups. First battles near the planetary surface! Take down ships, and blow up all the defenses. Burn them all, then may be use an srv for occasional scan - but hurry up, new ships on approach...
However that was also time for the introduction of the Engineers. That have produced some particular interest in all that data-type materials. And in settlements as one of their sources. Data point chained scan minigames - srv required (for datalink scanner). "Cooldown" timers still present - so one need to travel from one settlement to another (boring!). Probably that was the only time when playerbase have tried to dial with settlements "as intended". Maps - and related "lists"/spreadsheets - released =)
Time pass, game changes. Honestly I do not remember the exact order of thing, I was not always present and settlements were not always under the scope of my interest.
At some point they became targets of some exploit(s).
Skimmers kills have counted as ship kills. Skimmer massacre missions to gain ranks. Board flipping, stacking missions - all that stuff. Still "Burn them all" is the most efficient (and fast) approach. Bombing with mines - when it have became possible - was quite spectacular and very effective!
Due to some related to skimmers bugs with mission generation (asked for more skimmers then the particular settlement can supply, or of the wrong type) that developers have corrected... no, not the bugged missions! Instead they have corrected settlements - we now have unlimited stock of skimmers even under the tiniest of settlements. Kill'em all! Burn it!
To countermeasure - not really effectively - planetary "bombing" - they have enlarged and unified the restricted zones for ships for all settlements (with some rare exceptions) - now they are enclosed in 4x4x4 km cubes, same for the largest and for the tiniest ones... Probably that was corrected "in a hurry", as... one of the medium size settlements have lost this zone completely... ok, it still there, but only ~ 100x100x100 meters. But the saddest consequence is that quite a few previously unpunishably accessible on srv settlements have adapted quite large ground-restricted zones, and those areas - "by simple coincidence" - have the same geometry and placement as the "discarded" older versions of the "flight restricted zones".
At the same time - for different reasons - our ships are now equipped with an on-board datalink scanner (there are some limitations, but..). Why bother with an srv?
Also, at some moment cooldown timers were retired (except some rare cases) - hello, relog fests!
Settlements now provide exclusively "scan fast from ship" or "burn them all" kind of content. And, imo, if speaking honestly, that's our own choice.
Sneaking, stealth... Too long, too time consuming. Not profitable.
Probably, Odyssey will change that approach.
But if one will be capable to do the same tasks while remaining on-board... Then - "Burn them all! It's fun!"

sorry for that wall of text=)

o7
 
Sneaking, stealth... Too long, too time consuming. Not profitable.
Probably, Odyssey will change that approach.
This is my big worry for Odyssey - at the moment fdev are talking about all the different game play options, how you can approach things etc - and after a few weeks some bizarre meta will appear and everyone will start to avoid it, making it all pointless. Let's hope not.
 
Woke up back in the ship, went to a station to get a new Scarab, but on my second attempt I took the ship in. I destroyed all turrets, skimmers didn't spawn while I was in the ship, landed and...once again all hell broke loose: skimmers in every direction and all the turrets respawned. I tried to find whatever my target was and scan it fast, but my contact list was topped out with things trying to kill me. Well, they succeeded. Again. On top of all that, I was granted the benefit of learning about notoriety.
Heya Vandalhound, I've experienced this A LOT with the respawn aspect of this game as it is poorly overlooked by FD. So first please add your opinions into the suggestions forum so FD might take a closer look at maybe disabling respawns during a fight so long as you stay in a limited proximity of a base, as it should be this way anyway for realism.
Thank you for bringing this subject up into this forum as it seems to be an oversite that FD might not even know about...:)

Also, "Para Handy" and other players thank you for the link for an archive of base layouts. I did not know this was even out there...:)

See you all in the black Commanders... o7
 
Yes, while this is in fact possible - in some special cases - I'm also doubt that this has been regarded as a "mainstream" solution=)

I hope we will have more models and/or customizations coming with Odyssey, may be also some kind of engineering. However I assume that at some point I will be even a bit nostalgic about the present times, when you have the same vehicle for all (with customizable skins), fully functional from the very beginning (without requirement of some another endless grind in order to stay "competitive") =)

Hmm, may be it will sound a bit surprisingly, but I think that there is quite a direct relation between the approach demonstrated in the video posted earlier and that impression of settlements being more as placeholders than the actual content. May be I'm completely wrong but I think that our own (as the playerbase) habits have affected may be not the design decisions themselves, but - let say - design priorities.
As you have shown some interest in "more stealth" planetary mechanics, here is a rather sad story of planetary settlements, and the conflicting approaches of "stealth" versus "burn them all" (assaults) - as I see it.
Settlements have been introduced in-game with the first release of Horizons. However their first versions were slightly different from their current states.
1. There were no guarding ships.
2. There were no point defenses.
3. They have had less "global" restricted zones, and they have been much more "personalized" for each individual layout.
4. There were no "unlimited" stocks (waves) of skimmers. Their final numbers were finite and more logical, related to the size and security.
However there were all those "strange" terminals/generators that one can interact with, and at least some of them have had some visual functionality (temporary opening/closing gates, disabling turrets/platforms/skimmers, etc). But in most cases this functionality were... useless (the state it remains up to now).
5. Yes, there were already this data point chain scan minigames, that have resulted in obtaining some "data type materials" - but that was even before the release of the Engineers, so that was also useless at that stage.
6. Good opportunity to remind that at that time all that datasources (or their chaines) were "immune" to relogs due to 2-week long cooldown timer after each successful scan. And scanning CDT's were much more lucrative (3KK)=).
7. Inevitably there were bugs. Even worse situation was with the related missions. (Besides, the mission stacking along with "board flipping" were available at that time)
In fact there were no much related - and playable without too much annoying bugs - content. Pretty the same situation as it is now.
8. Ah yes, there were SRV's. And - I have nearby forgot it! - our ships were not equipped with the on-board datalink scanners. That was an SRV-exclusive tool=)
I will never deny that there is some gap that one must overtake to master srv-driving skills, as always practice is necessary to feel comfortable.
At that stage everyone have a choice - study the settlement, figure out a good path, is it necessary to take down defenses or there are other ways, and yes, master srv handling... Or just use you ship - that you have mastered already - burn them all, take no prisoners and finish the job. Time is money. Dumbfire missiles? Where I can buy them? Oh, at the very end you'll be probably obliged to use your srv - to scan something, so blow generator-type missions will be you preferable choice (no need to drive that thing). Board flip, stack them, blow one - and here is you money. No need for any different and more complicated approaches. It's fun! Burn them all...

So, quite logically with the nearest update there were introduced the patrol ships and point defenses as a new part of stationary defenses.
What does that have changed in commanders relations with settlements?
Quite a few of high/medium security large/medium size bases became quasi-inaccessible by srv/solo commanders. SRV versus ships don't last for long. Creating effectively a new kind of gameplay for groups. First battles near the planetary surface! Take down ships, and blow up all the defenses. Burn them all, then may be use an srv for occasional scan - but hurry up, new ships on approach...
However that was also time for the introduction of the Engineers. That have produced some particular interest in all that data-type materials. And in settlements as one of their sources. Data point chained scan minigames - srv required (for datalink scanner). "Cooldown" timers still present - so one need to travel from one settlement to another (boring!). Probably that was the only time when playerbase have tried to dial with settlements "as intended". Maps - and related "lists"/spreadsheets - released =)
Time pass, game changes. Honestly I do not remember the exact order of thing, I was not always present and settlements were not always under the scope of my interest.
At some point they became targets of some exploit(s).
Skimmers kills have counted as ship kills. Skimmer massacre missions to gain ranks. Board flipping, stacking missions - all that stuff. Still "Burn them all" is the most efficient (and fast) approach. Bombing with mines - when it have became possible - was quite spectacular and very effective!
Due to some related to skimmers bugs with mission generation (asked for more skimmers then the particular settlement can supply, or of the wrong type) that developers have corrected... no, not the bugged missions! Instead they have corrected settlements - we now have unlimited stock of skimmers even under the tiniest of settlements. Kill'em all! Burn it!
To countermeasure - not really effectively - planetary "bombing" - they have enlarged and unified the restricted zones for ships for all settlements (with some rare exceptions) - now they are enclosed in 4x4x4 km cubes, same for the largest and for the tiniest ones... Probably that was corrected "in a hurry", as... one of the medium size settlements have lost this zone completely... ok, it still there, but only ~ 100x100x100 meters. But the saddest consequence is that quite a few previously unpunishably accessible on srv settlements have adapted quite large ground-restricted zones, and those areas - "by simple coincidence" - have the same geometry and placement as the "discarded" older versions of the "flight restricted zones".
At the same time - for different reasons - our ships are now equipped with an on-board datalink scanner (there are some limitations, but..). Why bother with an srv?
Also, at some moment cooldown timers were retired (except some rare cases) - hello, relog fests!
Settlements now provide exclusively "scan fast from ship" or "burn them all" kind of content. And, imo, if speaking honestly, that's our own choice.
Sneaking, stealth... Too long, too time consuming. Not profitable.
Probably, Odyssey will change that approach.
But if one will be capable to do the same tasks while remaining on-board... Then - "Burn them all! It's fun!"

sorry for that wall of text=)

o7

Ok...I actually managed to read all that.

Indeed, the current state of the settlements content - by reading your exposition - feels like a set of quick fixes that were left unattended. I can't claim to know what it takes to manage such a game, but if there is one thing any developer can count on, is the fact that players will always look for ways to exploit a game. That means they should pre-emptively assign resources to correct such exploits in a proper way, in order to maintain the quality of the game-play experience, which in this case seems to have been lost. And that's a pity.

On the other hand, if Odyssey will live up to the expectations, that's implies a lot of work has been done on it, which implies that's where the devs focused their efforts and resources during the past years. It makes it easier to understand why they ended up overlooking various features.

So, blaming the players for exploits would be like blaming a dog for barking, but blaming the developers for not properly addressing issues would be ignorant, seeing they're preparing to release a huge batch of new content.

I doubt however Odyssey will improve anything about the current settlements. If you think about it, Odyssey addresses planets with atmosphere, which currently are inaccessible zones in the game's environment, so they are like holes in the world's fabric. The new content will basically fill those holes and each planet will work as a separate instance, which means they just need to code in the connections between the instances and the rest of the game, without touching it. Addressing the current settlement content is an entirely different job, related to planets without atmosphere, which can simply be ignored. I also believe this is why they are reluctant to give us ship interiors: they can develop Odyssey completely separated from the game and just link it when they are done, but implementing ship interiors would imply recoding a huge hunk of the game, probably rebuilding all the ship content from scratch.
 
This is my big worry for Odyssey - at the moment fdev are talking about all the different game play options, how you can approach things etc - and after a few weeks some bizarre meta will appear and everyone will start to avoid it, making it all pointless. Let's hope not.

I'm 100% sure there will be exploits. But as long as I can experience the content also in a pleasant way, I personally don't have a problem with that. For example, I know how to grind for materials the efficient way and that's how I've built my first batch, but now that I've acquired a set of assets that allows me to freely explore all the game content, I found it pleasant to start roaming through installations and ground bases and all the variety of signal sources, implementing the grind in my regular game-play.

Of course, there is also the risk of fixes being treated in a shallow manner like in the case of the settlements, where the quality of the game-play was lost. So...indeed...we'll have to wait and see.
 
Heya Vandalhound, I've experienced this A LOT with the respawn aspect of this game as it is poorly overlooked by FD. So first please add your opinions into the suggestions forum so FD might take a closer look at maybe disabling respawns during a fight so long as you stay in a limited proximity of a base, as it should be this way anyway for realism.
Thank you for bringing this subject up into this forum as it seems to be an oversite that FD might not even know about...:)

Also, "Para Handy" and other players thank you for the link for an archive of base layouts. I did not know this was even out there...:)

See you all in the black Commanders... o7

I'll take a look at the suggestions section. I'm not getting my hopes up though, seeing how settlements have been treated in the past.
 
I have no idea what the timer is supposed to do if I try a raid. I had a tip off recently which lead to a big outpost.. But I have not figured out what to do. In the end I found a text message and a little credits. But every time I am just driving around endlessly and the timer will expire many times.
 
I have no idea what the timer is supposed to do if I try a raid. I had a tip off recently which lead to a big outpost.. But I have not figured out what to do. In the end I found a text message and a little credits. But every time I am just driving around endlessly and the timer will expire many times.
"Timer" is related to the "data access point chained scan minigame" and honestly have nothing with the Tip Off mission. If you have already get the "text and little credits" them you have already finished this mission - there is no more to do. (this can be done by scanning the "core data terminal" as I've pointed earlier, this terminal is present in every settlement that is targeted by tip off mission).
"data access point chained scan minigame" is another thing and have been used to obtain some specific engineerig materials in earlier years, when more "effective" ways were unavailable.
If you are curious the goal of this game is rather simple:
You have 3 to 6 data access points in a settlement (depends on particular settlement type/layout). You must scan them all one by one in any order you prefere before the timer expires (that is started on the first scan). And each succefull subsequent scan adds some fixed amout of "bonus" time. So you scan the first data point and you got - lets say - 60 seconds to search and scan the next one. You scan the next when only 10 second remained, you get another additional 60 - so you have 70 seconds to search for the third data point, etc... till you scan them all. If you've failed, you can retry in any moment. On success you'll receive some data type mats, their grades and quantity are random factor with multipliers depending on settlement size and security. Nowdays to repeat the game after succeful scan you can simply relog (and years ago you will be obliged to travel to some another settlement).
And yes, if that settlement is a Tip Off target than completing the scan chain minigame will also result in the "end log" (same as from CDT) - let's name it another "walktrough" to achieve the same result for Tip Off mission. I'm not really sure that this is intended behavior but this also works (while being harder then simple CDT scan)
 
Ok...I actually managed to read all that.

Indeed, the current state of the settlements content - by reading your exposition - feels like a set of quick fixes that were left unattended. I can't claim to know what it takes to manage such a game, but if there is one thing any developer can count on, is the fact that players will always look for ways to exploit a game. That means they should pre-emptively assign resources to correct such exploits in a proper way, in order to maintain the quality of the game-play experience, which in this case seems to have been lost. And that's a pity.

On the other hand, if Odyssey will live up to the expectations, that's implies a lot of work has been done on it, which implies that's where the devs focused their efforts and resources during the past years. It makes it easier to understand why they ended up overlooking various features.

So, blaming the players for exploits would be like blaming a dog for barking, but blaming the developers for not properly addressing issues would be ignorant, seeing they're preparing to release a huge batch of new content.

I doubt however Odyssey will improve anything about the current settlements. If you think about it, Odyssey addresses planets with atmosphere, which currently are inaccessible zones in the game's environment, so they are like holes in the world's fabric. The new content will basically fill those holes and each planet will work as a separate instance, which means they just need to code in the connections between the instances and the rest of the game, without touching it. Addressing the current settlement content is an entirely different job, related to planets without atmosphere, which can simply be ignored. I also believe this is why they are reluctant to give us ship interiors: they can develop Odyssey completely separated from the game and just link it when they are done, but implementing ship interiors would imply recoding a huge hunk of the game, probably rebuilding all the ship content from scratch.
Yes, your predictions do sound realistically enough.

So far the overall "architecture" of those settlements in EDO reminds me more the "abandoned sttlements" rather then the classic "habitable" ones. However I do completely argee that while they can possiibly - from exterior - "look alike" - this will be completly different models and code associated with them.

Also, our new awaited "spacesuits" will be probably not very adapted to be used on planets without atmoshere (that approach has been already used with Horizons, why not with Odyssey?). So if you want to interact with sttlements there - use your old good srv or your ship....

However the biggest "pro" for that view is far more simple. Elite universe is huge in scale. Even that I haven't - personally - ever touched some important parts of the already existing content and have some big plans on it even without Odyssey, I do perfectly understand that this immense generated universe will always have problems with the amount of the content diversity just by definition. And that automatically means that adding some completely new content - to fill up some of the existing gaps - is far more efficient then redevelop/debug the existed one. And exactly that kind of solutions we do observe along all those yars.
 
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