News Chapter Four - Exploration Reveal

In view of the number of posts I've seen focusing on the way that someone else explores, whether someone scans all the bodies in every system or not, if they don't do that whether it's because they're 'cherry picking' bodies that will pay high amounts for data or simply looking for things that they are personally interested in regardless of how much they're 'worth', people who do all (or none) of those things saying that their way is the 'right' way and insisting on applying wholly subjective categorisations of their own invention to other players, such as explorers/travellers/tourists, I wish FDev had embedded this in original post:

https://www.logicalfallacies.info/presumption/no-true-scotsman/

If people could just give their feedback on the changes as stated without feeling the need to also give their feedback on how other people play the game, that would be great. More to the point, it would also be of much more use to FDev.

I think people would do that if FDev hadn't straight-out wiped the focused feedback forums. Right now replying to the original thread expecting to get any kind of feedback back from FDev is pointless.
 
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I'm cautiously optimistic about this news, but a few things worry me. Top of the list are the probes and synthesis. What Ashnak said is very true, however I see another potential problem. I suppose a vast majority of explorers have Horisons, but what about those who don't?

I'm wondering if the USS targets will be a source of materials for probe synthesis...
 
The biggest worry of mine at this stage - there are no new things to discover when exploring. To boldly go while scanning like a madman is one thing, but I hope exploration will lead us to some interesting new discoveries. Otherwise the new mechanics WILL get old quickly. I remember that we were shown "an anomaly" at Lavecon (space storm). I hope there will be a whole separate thread telling us what we can find out there.

On the flip side, I would like to ask Frontier to clean up the human litter out in deep space. It's heartbreaking to be on an undiscovered planet thousands of LYs from the Bubble (far from normal travel lanes), driving around thinking, "I'm the first human ever to set foot here!" only to encounter a burned up SRV, a downed satellite (huh?), or other such "human litter." I don't want ED becoming NMS where every planet in the galaxy is "interesting". Most planets should be boring, at least in this regard.

Now if you want to replace this stuff with natural phenomena, that would be awesome. It would also be amazing to occasionally find "alien litter" in systems within a certain radius of alien-inhabited planets. Surely the Guardians lost some satellites as well :)
 
Hello Commanders!

We're going to be shaking the format up slightly for the final main topic of discussion surrounding some of the major features of Chapter Four of Beyond. We're soon going to be revealing more details about the next update, so for this post, we'd like you to share all of your questions and comments in reply to this thread, and we'll try to respond to as many as we can!

In this post we’ll be presenting just some of the improvements coming to exploration in the next update. There's a number of benefits that we are aiming to bring in with this exploration overhaul which we've listed out below, with more detailed explanation underneath.

Benefits of Exploration Improvements

  • Make exploration more involved: By introducing a process we aim to make exploration feel more meaningful, making the results more satisfying and rewarding.
  • Replace flying time with gameplay: We want to reduce the amount of time you have to spend flying to a planet just to discover it. The only time we want you to fly to a planet is because you want to visit it as there’s something there you want to see or do. Ultimately that will make exploring planetary bodies and getting first discoveries in a system quicker and more engaging at the same time.
  • Remove Random USS Spawning: You will now be able to use your skill to locate signal sources rather than rely on luck. you will have the ability to identify a USS from anywhere in the system and then explore and discover these locations.
  • Reduce the time to find planet surface locations: You will now be able to employ game play to make searching out interesting surface locations/POIs quicker and more interesting rather than flying across the planet in low orbit.
  • Improve multiplayer exploration: With both of the module upgrades we are making sure that wings and multi-crew are supported.
  • Holistic System:The improvements to exploration mechanics tie together not just new discoveries, but mining, missions and signal source location in one package.
  • All new "First mapped": You'll be able to add a first mapped across any planet within the galaxy, including within the bubble. Giving all players that have joined the game since it's launch even more opportunity to make their mark on the galaxy.

Check out the full details below.

The Discovery Scanner

Because explorers ply their trade far from civilized space, we’ve decided to not add new module requirements. Instead, we’re improving the discovery scanner and detailed surface scanner so Commanders can jump right in as soon as the update is released, without having to spend time traveling back to a port to purchase new gear.

When you activate the discovery scanner you will now be taken to an all-new scanning interface and view. In this augmented camera view you are able to interrogate the system using new functionality of the scanner.


The process still starts with the “honk” (system scan), though its usage is now the start of a more engaging process (if all you did before was scan for some credits, don't worry, the scan still awards credits.)

The system scan now returns an aggregated display of how energetic the electromagnetic emissions are in the system. Signals are sorted on a low to high scale by their apparent energy. For example, emissions from rocky clusters will appear at the lower end of the scale, hot gas giants at the upper range. This information requires some interpretation as signals can overlap.

You are able to tune the focus of your sensors to a particular point on the scale, making emissions from objects at this range much clearer, at the cost of filtering out signals returned from bodies not emitting at this range.

As you move the view around, you are aiming your discovery scanner sensors. To aid you, the discovery scanner view also features a repeating sweep of gravitational disturbance detected in the system. You can use this sweep to narrow your search for stellar bodies, as well as start your search around the star's orbital plane, which is revealed by the initial system scan.

Emissions that come close enough to your view’s focus are represented by signature patterns around a central reticule. If you are tuned to the correct point on the energy scale the signal will show as a symmetrical pattern clearly showing the direction towards the origin of the signal, allowing you to locate it. The further away your energy tuning, the more distorted and asymmetrical the pattern becomes, hiding the precise direction and location.

Once you have a candidate origin, you can use the scanner to reconstruct a massively zoomed in view. If you aimed precisely enough, you will discover the stellar body. If there are a number of stellar bodies in relative close proximity to your focus, you may need to repeat the process to isolate individual signals.


As you locate and identify stellar bodies their emissions are filtered out, instead becoming markers on the energy range, making it easier to find the remaining bodies. It's at this point in that you will gain the “first discovered” tag, rather than having to physically visit the planet (you still need to sell the data at a port to gain the tag). All current first discovered tags will remain.

Importantly, when you uncover a planet using the discovery scanner, as well as being informed of the resources available on it, the presence of unusual locations, such as Guardian sites, will also be revealed. However, their precise location won’t be shown until you have mapped the planet with the detailed surface scanner.


Unidentified Signal Sources

Along with the Exploration update, we are improving the way that USSs work. USSs will now spawn throughout the entire system when you first enter it. This enables you to use the new exploration tools to find USSs throughout the system, not just in the area around you. You can still interrogate nav beacons to find the locations.

Whilst USSs do still have a decay time, the timers have been increased to allow you time to find and fly to the ones you are interested in. The decay time is also now displayed when targeted. Signal sources still obey rules determining where they can appear within a system, and mission critical signal sources will still be highlighted to differentiate themselves once located.


The Detailed Surface Scanner

Again, this module will not be replaced. Instead, the detailed surface scanner gains the ability to launch micro sensor probes in supercruise. You will use these probes to “map” a planet’s surface and locate resource hotspots in its rings.

These flight-assisted probes are launched via a new aiming interface when activating the detailed surface scanner. The probes will arc towards a planet’s surface and when close enough will “display” sensor coverage over a large area. Once enough of the surface has coverage, the probes will collate and report their findings. To map rings around a planet you need to hit each ring with a single probe.

To allow for skilled play you can aim probes away from the planet, allowing them to arc around it, potentially letting you hit the surface on far side of the planet. If you aim too far away, the probe will fly right past and miss, but by using mass and size information displayed on the HUD you will be able to lob probes and get full coverage without having to fly around the planet.

You will be able to synthesise micro-probes for the detailed surface scanner, but the better aim you are, the less probes you will need to get complete coverage.

When you do achieve this, any unusual locations will be revealed to your ship’s navigation systems. So no more eyeballing an entire planet to find those brain trees!


First Mapped By

We are also adding a new opportunity to get your Commander's name immortalised in the game with the new 'First Mapped By' tag. The first person to successfully map a planet to 100% and sell the resulting data at a port, will be awarded this tag. This also applies for planets that have already got a 'First Discovered' tag as well.


Multi-Crew

As part of the exploration update, we are making sure that multi-crew members can use the discovery scanner and detailed surface scanner at the same time and all discoveries are shared among crew or wing.

This allows wings or commanders in multi-crew to engage in exploration together, each earning credits and exploration rank and making the process more efficient.


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We'll be revealing more details about Beyond - Chapter Four in the coming weeks and we can't wait to show you, but in the meantime, please post your feedback regarding Exploration in this thread and we'll try to respond to as many queries as we can.

This particular thread is not an area for debate between community members – it’s fine to read what others have put, but try to ensure your posts are directed at us rather than your fellow posters.

Impressive. Finally a breakthrough in an exploratory key?

So will there be a new degree of exploration depth? fourth?
 
There is one thing I forgot to mention, which is quite important to me.

Must say I REALLY like the fact that every system will be an unknown now. This will add A LOT to the feeling of mystery and danger during exploration. Jumping into the unknown... love it!

I've seen quite a few who were completely in favor of this previous change and the listening mini-game, totally against these upcoming changes. The irony is, Frontier listened to them and that's part of why the ADS was changed. They listened to a lot of the other feedback as well. You know what they say, be careful what you wish for.
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Now they need to do something similar to how the scanner works in supercruise. Jumping into Alpha Centauri and seeing people and wakes instantly at Proxima Centauri is even more ludicrous than honking. Ignoring distance and signiature levels should only apply to people grouped together in a wing. At least be consistent.
 
Sounds good - look forward to trying it.

Oh, and thanks for the Wing and Multicrew support!

Now if we could just get SRV's on consoles fixed...
 
So...

New Discovery scanner = old ADS + old DSS in one package. You can do everything you currently can do without moving your ship in that system, but it's more involved.
New Detailed surface scanner = paint planets with probes to reveal static points of interest(crashed ships, barnacles, Thagoid structures etc). Must be within 500ly of planet.

I'd like more details how we find USS. I'd like to know if we can distinguish what is in a NHSS. Will scanner tell me what is in a level 6 NHSS. Scouts, Basilisk or a mixture of both.
 
This is all I could have dreamed of. Shame its way too late for me. I've seen everything 1000 times over, so I can't imagine enjoying this very much now. I wish exploration had been treated like this since day 1.

Seriously, almost in tears, this sounds so good, wish I had had this when I still had the excitement and freshness of exploration.
 
SUGGESTION: It'd be nice if there were outfitting (or perhaps engineering) choices for explorers. For instance, if we could outfit/engineer sensors for (say) gas giants. With these sensors fitted, it's easier/quicker to detect gas giants, and you get an increased payout for discovering them. At a cost of slightly slower/lower results for other planetary types.

Then you're not just exploring randomly, but proactively seeking out specific planets/target types.
 
Absolutely agree with CMDR Frang above. If i spend 20min searching the system and find only ice planets (or anything else) that are worthless i'm gonna be (insert favorite invective).

From reading the OP, it shouldn't require 20 mins to determine whether there is anything of interest in the system. Presume icy planets will mainly fall in the range of low energy signals, so if that is all you see, move on.
 
I have to assume that common sense will play into the ability to "see" stellar objects, even if you haven't resolved them using your scanner interface. e.g. if you know that a system contains a station or outpost (as we have been told will be the case) & you fly towards it, then I feel sure any planet it is orbiting will become "visible" to the player......even if you only get the most basic information about said planet.

Second example, if you reveal the presence of a USS,& fly towards it, & that USS happens to be floating quite close to a planet, then I again assume that you'll get some basic info about that planet-the same as if you'd resolved it using the Emissions/Gravity approach.
 
This is all I could have dreamed of. Shame its way too late for me. I've seen everything 1000 times over, so I can't imagine enjoying this very much now. I wish exploration had been treated like this since day 1.

Seriously, almost in tears, this sounds so good, wish I had had this when I still had the excitement and freshness of exploration.
So you're saying you'll need a lot of new POIs and various other stuff to discover and you'll be a happy camper again?

There you go Frontier, introduce new POIs and various other stuff to discover! We don't want a teary-eyed Dr Kaii, now do we? [mad]
 
I guess this depends, if the system has 100 bodies as others have pointed out, will there be a way to know fairly quickly is any of those 100 bodies are worth investigating? I could waste a great deal of time finding 100 dead rocks when with the old system you would have known in a few seconds the system is not worth bothering with. Its a good point which needs addressing rather than just dismissing.

It was addressed already. You should be able to tell from the frequency reading that there are some worthwile planets. You then pronounce that part of the reading, and search for those planets.

Or, if you want to be the first one to map some rocky stuff, you pronounce the less worthwile planets.
 
Being able to hide or mask transponder signals to sneak into bases as a smuggler/outlaw, and having to hack them to know someone's true IFF ID sounds kinda like a more awesome version of the KWS. Thanks for thinking of this! I mean that sincerely, this is actually a really cool suggestion and something that would be a great job for someone in the science/engineering multicrew seat.

I've been wanting that for ages. I played Allegiance where radio cross sectioning and heat signiature was a thing. You could stream-line your ship, remove external mounted weapons and stealth past people even though they could physically see you (if they were looking anyway.) It made for some interesting bomber tactics, as well as the ability to set up ambush points. That's not even counting the actual stealth ships. Those could cloak and do it the easy way.

The whole scanner system in ED has always been an arcade game joke. It's as bad as SWTOR's on rails ship action imo.
 
Sounds very interesting, looking forward to trying it out!

One question: Will multi-crew members gain credits and be included in the first discovery/mapped tags, like with wings?
 
Something that is getting me potentially exited is that, when you consider (1) the plan to move missions to their own server & (2) the full gamut of changes to exploration mechanics, it really opens up a lot of potential for better scaling of mission difficulty to mission rank.....without the need to always add combat into the mix. For instance, a Rank 1 or Rank 2 Salvage Mission may well be a simple "there & back" mission, where the USS reveals itself especially quickly, & can be retrieved just as easily. A Rank 7 or Rank 8 salvage mission, however, may have a USS that is much harder to detect via scanning and/or might have a more rapid "decay" rate before it disappears from view (necessitating a re acquisition of the Signal. Even beyond that, the salvage itself might be located somewhere that requires the player to search very hard in order to finally locate it.

At least, that is how I see it.
 
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