Those should go in the notorious Discovery Book! So yes they should be liste somewhere
Something else for The Discovery Book is *all* of our *past* discoveries from December 2014 onwards.
Those should go in the notorious Discovery Book! So yes they should be liste somewhere
Both the Discovery Scanner and the Detailed Surface Scanner can only be used in Supercruise.
I'm personally loving the fact that PoI's are now going to be directly provided. I understand you might like using the Mk.1 Eyeball to find stuff, totally understand, but I'm pretty sure that's a thing which would only appeal to a minority of players.
Let's say, for the sake of argument, that the synthesis of probes required planet bound mat's ... that would exclude non-horizons players. Or at the very least, explorers out in the black without mining lasers. Problem?
Outer space isn't a true vacuum though - it's more of a very sparse plasma than true vacuum - just look at those particles whizz onto your shields when in supercruise and wear away at your paintjob, for example - why can't the DSS be passively collecting that stuff![]()
Not that I saw unfortunately, and yes those internal lights can be quite distracting in VR. While I can only speak for my own experience with the Vive, I find those cockpit lights and the Vives lenses tend to create a fair bit of the halo effect.
Easy to solve the Horizon / non-Horizon problem regarding probes:
Give the standard DSS infinite probes, but it can only fire 3 at a time.
Then, implement engineer recipes for the DSS which can allow you to fire 4 or 5 at a time and also increase their flight speeds, BUT now the DSS can only hold a limited number of them. Say a couple thousand or so, after which you'd need to synthesize more using commonly found materials in both rings or planet surfaces. The bigger & better probes are much larger than the stock ones, thus only so many can be stored at a time!
WALLA!!! Now we have a system which supports both non-Horizon players and Horizon players alike. Choices via engineering. If you want faster more numerous probes then you give up the unlimited ammo for them!![]()
I haven't seen anybody wanting to revert to the Mk1 eyeball. Rather what some of us were hoping for is that the planetary probes reveal a search area, which can then be searched using either a new scanner interface (part of the new exploration HUD) in the ship/slf, or the good old wave-scanner on the SRV.
Just don't give us the POIs directly. It destroys the immersion of finding something, especially when you consider that when you're given a mission to raid something on a planet, you DO get a search area (as silly as that particular mechanic is; again, use some sort of scanner, not just point your ship in three different places to avoid showing the pop-in). As if the mission givers have no idea where the target is. What is more believable?
Just a bit more consistency would be nice.
I initially liked this ideas as I read... but then I realised that it would penalise people who are very time-efficient in performing the new surface mapping, whilst offering them absolutely no option to recharge things more quickly. If no-one ever hits the limit (perhaps except in extreme circumstances) then all you've added is some coding and UI complexity for now actual gain.Another thing that would allow for a retention of infinite probes, but still encourage players to be more efficient in their use of probes, might be to have a "limited ammo pool" that recharges automatically over a certain period of time. Beta testing would be needed to figure out what the ideal pool size would be but, as with your suggestion, Engineering could increase the pool size and/or the recharge rate-& synthesis could allow players to partly to fully recharge the pool early.
Thus we have two layers of "limitations" that would still meets the twin criteria of "no forced reloads" & "rewarding efficiency, skill & material harvesting".
I initially liked this ideas as I read... but then I realised that it would penalise people who are very time-efficient in performing the new surface mapping, whilst offering them absolutely no option to recharge things more quickly. If no-one ever hits the limit (perhaps except in extreme circumstances) then all you've added is some coding and UI complexity for now actual gain.
So what now? Propose this limited ammo pool, with automatic recharging, but also a synthesis recipe to speed it up if you need to ? I'm sure that's going to confuse some players "I ran out of probes, saw the synthesis recipe, so spent an hour gathering mats, only to find probes were full again anyway?! What gives?".
So it does that and manufactures highly complex probes from that stuff.
Why doesn't it do it for ammo? Heatsinks? AFMU refills? Limpets? Pretty much -anything- which is an expendable resource?
*Consistency* is nice, even if realism must be trumped for gameplay.
Another thing that would allow for a retention of infinite probes, but still encourage players to be more efficient in their use of probes, might be to have a "limited ammo pool" that recharges automatically over a certain period of time. Beta testing would be needed to figure out what the ideal pool size would be but, as with your suggestion, Engineering could increase the pool size and/or the recharge rate-& synthesis could allow players to partly to fully recharge the pool early.
Thus we have two layers of "limitations" that would still meets the twin criteria of "no forced reloads" & "rewarding efficiency, skill & material harvesting".
On a related note, what FSS Engineering Effects would there be, given the change to how the Scanning system works?
Hi Commanders,
...
I'm pleased to report that I am not a grumpy old man after all.
At least, not compared to some of my esteemed co-forum-users here! My grumpiness and nit-picky-ness are completely overshadowed!
Seriously, though, this update looks fan-f'ing-tastic to me!
You are throttled to zero when using the FSS, but you are not when using the Detailed Surface Scanner (DSS).