To give the whole deal a constructive addition :
Hypothesis : (on Planets being a hell lot "flatter" in many regions, down to "molten Vanilla Ice Cream" flat terrain lacking visuals)
I can only assume that the visually splendid Terrain resulted in very basic Gameplay issues :
- terrible accessibility with the SRV (designed specifically for Horizons type Terrain)
- larger areas with virtually no landing spot fir a large Ship
Solution : (If I was "the chosen one" and had to "fix" it)
- separate Planets into 3 distinct desired surface types
- Surface type 1 : pure Visuals, huge and realistic Mountains, the stuff you'd expect from 2021 Planetary Visuals... only crazy folks, cliff-hangers and people running difficult challenges will find a playground there
- Surface type 2 : rougher but accessible (Ship, on-foot) terrain that contains the vast majority of Biological and Geological Signals and half of all POIs... Primary Gameplay area so to speak for the most common in-game Activities. A smaller part of this Terrain (upto 10%) contains canyons.
- Surface type 3 : flatter than type 2 and contains the majority of Meteorites for most effective SRV operations. However, this terrain type also has more areas with deep gorges and deeper canyons (upto 25%)
- Surface type 4 : a creative "freestyle" area of a Planet, can occur but is a tad rare. This type of Terrain denotes/reflects a "special", allowing for discovery of unusual and extreme Terrain. There's your 5000m deep foggy Canyons or isolated "Mount Everest" that reaches up high into the skies. The unusual stuff with a bit creative SciFi freedom, carefully dosed not to go overboard.
See what I did there?
I made sure any single Planet
- has enough area to allow efficient execution of standard Gameplay (Exploration, Exobiology, Farming Elements)
- has enough distinct terrain to cast large and distinct Vistas near the Gameplay Terrain, allowing for nice play of Shadows just as deep gorges or Canyons and eye candy not too far away
- has a chance to contain creative/extreme elements what give it character, some of which might make such a Planet a location for a Buckyball Race, Cliff Jumpers, SRV Drivers trying to reach Orbit or Canyon Racers... or simply make for a nice Screenshot
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On top, one of the main characteristics of our Planets is that they are..... well, completely static. What you see is all you get, nothing will ever happen there on the Surface.
Planet will rotate and the Sun(s) might rise over a longer time.
Why not
- add occasional RNG impacts of tiny Meteorites or alike? You happily walk along and 200m from you one of these "stellar railguns" hit the surface with a distinct boom and nice impact FX (even if just a random even for pure effect... such stuff adds to the feeling of being vulnerable alone out there and a little bit something happening)
- you fly 5km above the Surface and far away in the distance you see the lightning-style streak of a larger Meteorite or small Asteroid smashing through the Atmosphere and visibly crash far away somewhere near the Horizon (pure FX)
- make solar eclipses a spectacular special event visually? Lighting and Atmospheric FX can do alot of magic if done right and with a bit creative freedom.
- add small, medium or larger seismic activities? A variably rare event that shakes your CMDR on foot or SRV, while tons of dust temporarily rises all around you for 10 seconds.
Small Details, big effects.
All to afford at least a few surprises and make things a tad more interesting and occasionally more dynamic.
After all, the one thing noone wants is : stand on a boring procedural heightmap and realize it isn't that different than the last 100 heightmaps you've seen in the last weeks.
IMHO that needs some creative freedom. Not exactly the "No Man's Sky type" of artistic freedom, but an additional touch to "break the routine". Distant Planets shouldn't be routine, they should be darn cool, interesting, inviting to be looked at & explored, dangerously looking in some spots, memorable.