I don't believe anyone has complained that it's difficult or unintuitive to find a wake scanner. The issue is more to do with why it should be necessary in the first place. For example, you don't need a specialized scanner in order to scan the shields of enemies and get that data; why wakes in particular? What benefit does it give to the game to have this requirement? Certainly, needing to sacrifice a utility slot to scan wakes to do piracy makes a certain degree of sense, as it gives a disadvantage to the pirate and an advantage to their target. But it doesn't follow that the same disadvantage should be present for people simply looking for materials. Of course, if there were more content related to scanning wakes, then it would be less of an issue by default, but there isn't, and adding new content takes an awful lot longer than just reducing the restrictions on material collection.OK, this discussion has got a bit entrenched more than once, but in the end I really don't think any problem has been identified.
Don't get me wrong, there's a particular feature of the wake scanner which I found frustrating and infuriating the first time I tried to use it. I'm interested that no-one else has mentioned this design feature. It's in a utility slot, but you have to deploy hardpoints to activate it! Why? Especially when doing so annoys the station. I'd like to see that changed, just for the sake of logic.
Beyond that, though, I had no trouble figuring out that it I wanted to scan wakes I would need a wake scanner. I see no problem with that necessity; using a utility slot for a special activity isn't a big deal. As I said before, I even have a Cobra carrying one.
Wake scanning needs no skill? I don't think that's really true; the skill or rather knowledge is used in finding the wakes. A bit like exobiology; sure, scanning a cactus is just point and click... once you've found it. Ultimately everything is point-and-click as has been noted, but that doesn't mean no skill is needed to play the whole game.
Scanning wakes is boring? OK, don't do it then. Do something more interesting instead. There are only two situations where you have to scan a wake: (1) you want to follow the jump of another ship, or (2) you're desperate for Datamined Wake Exceptions. All other scanned data can be obtained without a wake scanner, and the trader will even give you DWEs. I actually got a DWE from a normal ship scan once, but I suspect that might have been a temporary bug. There's no reason to ever be so desperate.
We all have parts of the game we like less than others. Personally I see no point in the FPS parts of the game, but I'm not campaigning for the weaponry for those to be removed or made unnecessary. Choice is good.
As far as skill is concerned, even the knowledge aspect is not in a good state right now. There is no real good in-game way of obtaining that knowledge, other than wandering around randomly and getting lucky. This tends to result in players looking things up online, which, in my opinion, is almost always a bad thing. Even without that, however, it's not like finding wakes is a difficult endeavor, requiring very much knowledge. You can easily acquire them in significant bulk around almost any station.
And lastly, while I certainly wish that scanning weeks were something you could ignore entirely, unfortunately, the game doesn't really make that a valid choice. Cross trading penalties makes it prohibitively expensive to engineer your FSD using data acquired via material Trader, and basically 100% of players are going to want FSD engineering, which is the primary thing that wake data is used for. You can't just tell players to skip perhaps the most useful engineering choice in the game.
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