As Shakespeare once said: The best ideas come after a rough day at the office and slightly too many beers.
Let's fix exploration! The bones are there, but we need to get the actual discovery bits right.
Let's first accept that we are getting the idea of finding planets and stars right: Stars make up most of the mass of a solar system, and we can't really see effectively what's going on until they are resolved and we are in their system. Then we resolve other bodies by first resolving the gas giants and then their wee satellites. We could even forgive the simple subdivision of planets into metallic, rocky and icy bodies..
When we land on bodies, the simplicity of things get in the way: Life is crazily complicated even on the planet we are on at the moment, and we only have to deal with carbon-based organism! Yet we still don't quite understand the complexity even at a species level, and when we get into the fine detail, even then things fall apart. Add to that ecological preferences, and someone more omniscient than us might wonder what we were thinking when we thought we knew what was going on.
The main issue with exploration at the moment is that there is nothing new to be found. Yes, we have a multitude of new plants to find, but they are not actually new: The game knows what they are, so why do we really care? I f find that to be the most grinding aspect of the updated Odyssey exploration mechanics. I go can some pretty flower at planet X, and my gadget knows exactly where to place it in the Grand Scheme of Things. Even more annoying, it knows that but it doesn't know simple sample management and gets confused when trying to scan more than one species of specimen at the time.
Here is a new system:
Scrap the plant description when we first find them. Instead let the players catalog them themselves. When something is scanned, don't give us any information except for the weird and at the moment pointless marker pattern the hand-held scanner supplies when we left-click a new critter. Then give the player a field type a name into. That will be the sample name.
When enough of the same sample type has been collected, allow the player to "synthesize" a sample batch. That batch will be valuable if the player manage to group samples correctly and the result makes sense. If not, the player gets a smaller pay-out. The game itself will of course still know what each sample is supposed to belong to, but that information is not shared with the player.
When the player has shared some information with the genetic dudes, the tool may guess what a new sample may belong to. Or when it is basically something found before, show that this thing has already been described, but thanks for additional information about it. Low payout, yes, but still payout. If it is a new variant, that's more exciting.
It would make organic scanning into more of a puzzle, and actually make it more than just marginally interesting. It would also make the art of accurate labelling a game element. And trust me it is important - I worked as a curator for a long time and a lot of valuable samples have been lost due to the fact that people can't figure out how to label something descriptively and uniquely.
So get to it FD, make sampling great! If you want advice, you know how to contact me.
S
Let's fix exploration! The bones are there, but we need to get the actual discovery bits right.
Let's first accept that we are getting the idea of finding planets and stars right: Stars make up most of the mass of a solar system, and we can't really see effectively what's going on until they are resolved and we are in their system. Then we resolve other bodies by first resolving the gas giants and then their wee satellites. We could even forgive the simple subdivision of planets into metallic, rocky and icy bodies..
When we land on bodies, the simplicity of things get in the way: Life is crazily complicated even on the planet we are on at the moment, and we only have to deal with carbon-based organism! Yet we still don't quite understand the complexity even at a species level, and when we get into the fine detail, even then things fall apart. Add to that ecological preferences, and someone more omniscient than us might wonder what we were thinking when we thought we knew what was going on.
The main issue with exploration at the moment is that there is nothing new to be found. Yes, we have a multitude of new plants to find, but they are not actually new: The game knows what they are, so why do we really care? I f find that to be the most grinding aspect of the updated Odyssey exploration mechanics. I go can some pretty flower at planet X, and my gadget knows exactly where to place it in the Grand Scheme of Things. Even more annoying, it knows that but it doesn't know simple sample management and gets confused when trying to scan more than one species of specimen at the time.
Here is a new system:
Scrap the plant description when we first find them. Instead let the players catalog them themselves. When something is scanned, don't give us any information except for the weird and at the moment pointless marker pattern the hand-held scanner supplies when we left-click a new critter. Then give the player a field type a name into. That will be the sample name.
When enough of the same sample type has been collected, allow the player to "synthesize" a sample batch. That batch will be valuable if the player manage to group samples correctly and the result makes sense. If not, the player gets a smaller pay-out. The game itself will of course still know what each sample is supposed to belong to, but that information is not shared with the player.
When the player has shared some information with the genetic dudes, the tool may guess what a new sample may belong to. Or when it is basically something found before, show that this thing has already been described, but thanks for additional information about it. Low payout, yes, but still payout. If it is a new variant, that's more exciting.
It would make organic scanning into more of a puzzle, and actually make it more than just marginally interesting. It would also make the art of accurate labelling a game element. And trust me it is important - I worked as a curator for a long time and a lot of valuable samples have been lost due to the fact that people can't figure out how to label something descriptively and uniquely.
So get to it FD, make sampling great! If you want advice, you know how to contact me.