News Chapter Four - Exploration Reveal

I thought this game was centered around "first person in cockpit gameplay" - Why I am I again being taken out of my cockpit to some other screen!!! Why can this not happen IN COCKPIT ... what a load of rubbish. Again.

SRV Turrent - load of rubbish out of cockpit game play
Gunner View - load of rubbish out of cockpit game play
GalMap - load of rubbish out of cockpit game play
SysMap - load of rubbish out of cockpit game play

Now this.... Come on guys! Bring this stuff into the damn cockpit for crying out loud!

While I personally don't mind (because in this case I presume a holovisor is coming down to give me the out-of-ship perspective, same with turrets), I do empathize with the sentiment. It is a shame that they couldn't actually create an overlay view that presents these things while still being in the cockpit. But I expect that would be an unnecessary graphical strain and might be disorienting.
 
Are you certain...

Q: Will we still have the means to quickly tell if a system might be worth looking at more, or is that getting nerfed?
A: The intention is that the energy distribution should provide explorers with information they can interpret to help identify if specific body types exist in a system

For me, mucking around on a mini-map and lobbing probe balls around a world isn't really exploration, mucking around in space and world surfaces is.

It's like taking a walk in the woods and seeing cool things, only the galactic space equivalent. Not being able to see them before I analyze the dirt makeup or similar ahead of time is just silly. That should be an additional option for additional info or things to find in space, not a replacement for what we have now.
 
Are you certain...

Q: Will we still have the means to quickly tell if a system might be worth looking at more, or is that getting nerfed?
A: The intention is that the energy distribution should provide explorers with information they can interpret to help identify if specific body types exist in a system

Yes, but it doesn't tell you if that interesting body is 50Ls away, or 500,000Ls.
Even if you know it's there, you still have to aim your scanner at the right place on the map before you even know what DIRECTION it's in.In a system with dozens of major bodies this is going to involve a lot of wasted time and effort.
 
The initial 'honk' will just reveal the entry star. As you use the to explore, more stellar bodies will be revealed as you find them, which will then populate the system map.

I am sure there are many many responses to this post in the 99+ pages in this thread but I wanted to add mine even though I am late to the party. My apologies if it has been clarified later in the post but I am not going to read all 99 pages.

This would be a huge step backwards. The initial honk should still reveal all the information that it currently gathers including all bodies in a system. Having to stop and spend several minutes in each system to discover all the bodies and the body type is a huge step backward. If this comes to pass as described in the quoted post and we have to spend minutes (I am estimating 5 minutes minimum and probably much much loner for a system with 50-100 bodies) scanning just to determine if a body is worth investigation that will be adding a huge time sink to the game that is completely unnecessary. Leave the initial honk alone. Give us tools that make game play more productive not more monotonous.

Now, all that said, IF you made the changes as stated in the quote AND you made the payouts for the scans MUCH more lucrative then maybe it would offset some of the hurt. But I am talking like 1M credits for the average system with say 15 bodies to scan in each. Systems with 50 bodies that takes 30-45 minutes to scan should yield a really good return. 10-15m credits. Again, this is all based on the time I think it would take to analyze all system bodies. If I am way off adjust expectation appropriately.

I am still for leaving the initial honk mechanic alone though. It makes much more sense traveling long distances. Being able to quickly identify if a system warrants further investigation while charging the FSD for the next jump is really imperative to the game play.

Fly Safe!
 
I still think here is quite a misunderstanding (either in the community or on my side :) ) :
As I understand the new principle, after a Honk from etry point, You get the whole spectrum of electromagnetic signature of the system in display (see OP screenshot).
My strong guess is that with time and experience every Cdr will be able to tell just by looking at the frequency-spread, if valuable bodies a present - similar to the SRV-Wavescanner - You dont need to drive to a rock to know if its a Outcrop or a mesosiderite.
It´s simply a different way of showing the bodies (not sysmap, but spectrum), so IMHO those Cdrs which like rush-exploration will be able to do so same way as before...

In the meantime those of us who use the ADS to find our mission objectives in a system we may never have been in get presented with a screen that tells us literally nothing about where our mission objective is without selecting each signal and resolving it, populating the system map one body at a time. OR we go to the nav beacon and scan that. BOTH of which take more time and are more inconvenient that what we have now.
 
I thought this game was centered around "first person in cockpit gameplay" - Why I am I again being taken out of my cockpit to some other screen!!! Why can this not happen IN COCKPIT ... what a load of rubbish. Again.

SRV Turrent - load of rubbish out of cockpit game play
Gunner View - load of rubbish out of cockpit game play
GalMap - load of rubbish out of cockpit game play
SysMap - load of rubbish out of cockpit game play

Now this.... Come on guys! Bring this stuff into the damn cockpit for crying out loud!

While I agree in principle, I am still pathologically optimistic.

There could be another reason for this. COULD!
And this reason would lie in the future and involve separate stations/terminal in the cockpit ... reachable by walking around.

If something like this would be planned, an "interim" solution might be reasonable to implement. Again: IF!
 
For me, mucking around on a mini-map and lobbing probe balls around a world isn't really exploration, mucking around in space and world surfaces is.

It's like taking a walk in the woods and seeing cool things, only the galactic space equivalent. Not being able to see them before I analyze the dirt makeup or similar ahead of time is just silly. That should be an additional option for additional info or things to find in space, not a replacement for what we have now.

You won't have to use probes. You can just use the ADS to reveal planet names if you want to. Otherwise you can just go to planets and land without them like you can now. Once you learn what each signal is, it will be quick for you to determine what is in system and whether or not you want to spend the time 'discovering' it. I get it, people don't like change but overall we did ask for change, all the way down to the almost wave scanner like ADS we'll have and probing. Could we at least let them show us how it will play out or even try it in the beta? If it feels bad, perhaps some minor changes could be added to make it feel better.
 
For me, mucking around on a mini-map and lobbing probe balls around a world isn't really exploration, mucking around in space and world surfaces is.

It's like taking a walk in the woods and seeing cool things, only the galactic space equivalent. Not being able to see them before I analyze the dirt makeup or similar ahead of time is just silly. That should be an additional option for additional info or things to find in space, not a replacement for what we have now.

+1 Absolutely this.

It appears that FrontierDev have answered the question "What can we do to existing exploration to make it more gamey". This, unfortunately, is the wrong question, they should be asking "What new functionality can we bring to exploration"

Software Dev can spin inward on itself looking at cool new features that replace existing features. This doesn't increase feature or functionality, it just changes the UX for the sake of it. Sorry if this sounds negative, just reacting to the key points in this thread. I'll reserve judgement but keep expectations low.

https://goo.gl/maps/mj58cmPGvYr
 
Here's my feedback as someone who has played since 1.2:

I play exploration. I flew out to Jaques early on, soon after it was discovered, in an unengineered AspX, with no neutron highway, and 1kly plotting. I enjoyed the flight. I'm that guy.

There are some good ideas in here, but the change to the ADS is enough to make me want to quit. And I've probably spent a few hundred dollars on silly cosmetics for my two CMDRs, so I have some "skin" in the game.

For me, Elite is, essentially, a game where I fly around space. Adding a mini-game to the initial system scan doesn't add to my flying enjoyment, it adds to puzzle gaming.

I didn't sign up for puzzle gaming, I signed up to fly.

Combat pilots: how would you feel if using SCBs required you to climb up an unfinished building to rescue the SCB Princess while a giant gorilla throws barrels at you? Or if reloading ammo required you to remotely pilot robots to refill your guns while dodging space gremlins in your ship? Or if synthing extra ammo required you to sit down at a forge and do a 2-3 minute crafting sim while Thargoids are pounding on you?

That's how I feel what the new ADS proposal does to my exploration game.

My suggestion: the new ADS should not break or remove functionality from the current ADS, it should enhance it. Those who want to honk can honk and be done with it. Those who want to play around with signals, could go deeper if they choose to, but it wouldn't break existing content.

But making a mini-game mandatory just to get the basic system info is a quick way to get me to play another game.

That's my honest opinion on the matter.
 
+1 Absolutely this.

It appears that FrontierDev have answered the question "What can we do to existing exploration to make it more gamey". This, unfortunately, is the wrong question, they should be asking "What new functionality can we bring to exploration"

Software Dev can spin inward on itself looking at cool new features that replace existing features. This doesn't increase feature or functionality, it just changes the UX for the sake of it. Sorry if this sounds negative, just reacting to the key points in this thread. I'll reserve judgement but keep expectations low.

https://goo.gl/maps/mj58cmPGvYr

Single click exploration isn't gamey?
 
Presently when 2 bodies are physically close together, and in orbit around each other, you can target only one of the bodies, until you close the distance by a large margin, alternatively, you can goto the left menu, and manually select (target) it (the second body).

How will the new scanning mechanics take these types of bodies into consideration as we cannot even acknowledge their existence until we've scanned them?
 
I'll wait to try it before I condemn it but, judging from what FD have said, this is all going to take for ever.

Just another time-sink that will soon become drudgery after 'exploring' 20 or so systems.
 
It says "taking a look", and I take things literally.

"Join Ed and Adam Bourke-Waite who will be talking through some of the changes coming to Exploration in Elite Dangerous: Beyond - Chapter 4. This is a stream about reiterating the previous forum thread... we will not be showing any further in-game footage or videos, or screenshots in tonight's stream. Those streams will be in the coming weeks."

https://www.youtube.com/elitedangerous/live
 
"Join Ed and Adam Bourke-Waite who will be talking through some of the changes coming to Exploration in Elite Dangerous: Beyond - Chapter 4. This is a stream about reiterating the previous forum thread... we will not be showing any further in-game footage or videos, or screenshots in tonight's stream. Those streams will be in the coming weeks."

why did you have to tell me!
 
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