Exobiology and its missed opportunities

There was an interesting post by @Ian Doncaster in the Distant Worlds 3 expedition is postponed indefinitely thread, and I would like to touch on the subject: however, I'm banned from posting in that thread, and the subject would be off-topic anyway, so I'll do a new thread on it here. The subject: the new exobiology content in Odyssey, its problems and some simple ways it could be made better.

A small disclaimer: I'm not one of those who says that the expansion had nothing for exploration. Plenty to be done there, although many might not choose to engage with it anyway. There were some missed opportunities, and that's what I'd like to talk about.

First off, the rewards. A quick refresher to those who aren't familiar with them: you get paid out a set amount of credits that varies by the species you scanned (for example, Clypeus Lacrimam, Clypeus being the genus, not the species), and if you were the first to bring back the sample from that specific body, you get paid double. Which region you sampled in doesn't matter, nor where you sold the samples.
How many credits are we talking about? Well, it appears that the best case scenario, rocky worlds with water atmospheres, would net you around 2-3 million Cr if you scan only the high earners there, so 4-6 million if you were the first. It takes over half an hour to go through all of these. In short, even in the best case, you make less credits than you'd make with "vanilla" exploration.

Moving on, you also gain progress in the new Exobiology rank. The rewards for that are some unlockable cosmetics for the Artemis suit, and the Founder's permit that's included with every Elite rank.
You also gain a Codex tag if you were the first to scan that particular colour in a region, but the Codex is now littered with hundreds of tags in each region, so it might be a challenge to even find what you tagged there.


So here's the first problem: that's all of it, the rewards are meager. There are AFAIK no (noticeable) BGS effects to selling data, no interaction with any other systems. Not even material drops for Engineering, neither for the new Odyssey system nor the old. You get a meager amount of credits, a new title, some new suit pieces, and another way of getting the Founder's permit. (Although I believe that you could easily hit Elite in exploration on your way well before you'd hit Elite in exobio.)

Also, the second problem is that there's next to nothing that encourages travelling to distant regions and exploring for new life there. The rewards are same, no matter where you go. Perhaps some regions will have undiscovered species we haven't found yet that are worth more credits, but they'd have to be worth far more to make the effort to go there worth it. (Why spend hours going somewhere when you could spend hours farming stuff close by?) Given the payout differences and the bonuses, the best way to powerlevel your exobio rank and get some credits will be to go through specific planets around the bubble: soon enough, I believe we'll see something like a Road to Riches - Exobiology Edition. Even if you don't get the double bonus from being the first to log the sample from the body, going through valuable planets without having to look for them will see you progress much faster than finding your own unexplored worlds would.


So, my first suggestion would be for Frontier to add new life to distant regions that pays more. Well, it would be good if they adjusted existing payouts already, but I don't know if that's something they would do. As things are now though, there's next to nothing to encourage going far from the Inner Orion Spur (or Colonia's region, the Inner Scutum-Centaurus Arm). The only thing would be getting your own Codex tags, but soon enough, those will run out too - and more importantly, they don't translate to any other rewards, like rank progression or credits.

Moving on, my second suggestion would be to add some extra interaction with other systems. Whether adding Engineering material (data) drops would be good or not is a matter of debate, but it looks like Frontier have decided not to do that. However, some BGS effects could be nice. Also, we were promised squadron leaderboards for the two new ranks (Exobiology and Mercenary), we haven't gotten those either. There could even be some Community Goals, although if it's not only for first logged samples, then we go back to folks farming specific locations in / near the bubble again.
These are just interactions with existing stuff, and not adding new stuff for exobiology to interact with.

Then it would be nice to be able to sell samples on carriers. I know that it's not done because they have no Concourses to disembark too, but we can sell exploration data to them already - and besides, there is only one carrier type, so it's not like they'd need more than one concourse type. So this would just be something that could be done for the more distant future instead. (As opposed to the above, all of which shouldn't require much effort.)

Finally though, there's one common complaint for exploration gameplay: we have canisters, let us upgrade the tool to be able to hold more than one sample. You know, include some pockets for more than one canister maybe :) It would be a nice QoL feature, and it would help with engaging with Engineering too. It would be a significant upgrade, which the Artemis suit is lacking in anyway. (Maybe Night Vision, except that's practically restricted to lucky purchases now, because engineering that far has severe issues.)


That's all from me for now. Thanks for reading!
 
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Dunno about higher credit rewards for exobio finds farther out. Doesn't apply to good old planetary mapping type exploration. Anyway, who needs $ incentives to go exploring? Cash becomes irrelevant after a while. However that's where your idea of other kinds of rewards comes in - we need something other than $ to strive for in Exobiology.
Agree with everything else you said. Exobiology should be a lot more interesting, challenging and rewarding than it is at the moment.
 
I don't see an issue here.
Explorations pays the same regardless if you're close to the bubble or 60000 light years away. And this didn't stop people from travelling to the farthest regions, if you explore you don't do it because you're rewarded with more money, you do it because you like it.
 
I don't see an issue here.
Explorations pays the same regardless if you're close to the bubble or 60000 light years away. And this didn't stop people from travelling to the farthest regions, if you explore you don't do it because you're rewarded with more money, you do it because you like it.
That's a good point. In my opinion though, the game should encourage players to explore distant regions instead of staying close to the bubble, and giving out more rewards for more effort would be a good way to go.
We are talking about exobiology here, mind. In exploration, you come across much more varied finds.
 
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While I agree that you explore for the sake of exploring, the work/time involved with exobiology vs. vanilla exploring is far higher. Furthermore, I do think there should be a better market opportunity for exploration data of all sorts. Currently, UC and VG have a monopoly on the market and there's zero flexibility in the system.

Why aren't there also missions that can be turned in at stations for cartographic data? "Researcher needs data on 10 systems with Ammonia Worlds". My commander replies, "Well, shucks, I just came back from an expedition, I can totally provide that!" Take the mission and immediately complete it. Note that this would NOT consume the cartographic data, only sell a copy so you can still sell it to UC (ie. stacking like bounties and massecre missions -- which do not consume the bounties you earn). As an aside, there are passenger missions where you take someone to collect data. Why can't we bring the data to them?

Similarly, why are all the mission givers dealing in illegal activities and combat? Why don't we have concourse mission givers asking us to go track down samples somewhere and you can haggle with them to scale price with distance (like other on-foot missions; note that passenger missions scale a bit with distance as well)? Furthermore, if we already happen to have this data on-hand, allow us to complete the mission immediately. If we haggled on price, that could result in "data exclusivity" meaning, we *CAN'T" also sell to Vista Genomics, it goes only to the mission giver.

It could also make hopping from station to station to find these "chance" meetings with mission givers to earn bit of extra cash somewhat worthwhile after returning from an expedition. And it could integrate into the BGS as these mission givers would be from a particular faction whereas UC and VG aren't, so far as I know.

That said, +1 to carrier concourses. While mission givers may not be applicable in these contexts, Cmdrs could still sell cartographic and genomic data on the carrier at normal prices (less tariff/service fees) if they so chose. However, it would be amazing if Cmdrs could safely store for later sale in the bubble (like we can transport commodities with a carrier)?

With these ideas in play, it would create a secondary market for both cartographic data AND genetic samples and better integrate both of these careers into the overall gameplay.

Would love to see exploration/exobio carreers become a little more "first class".
 

Deleted member 38366

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I also see the following issues :

  • gathering Biological Samples pays peanuts while consuming alot of time compared to quickly Mapping some Terraforming Candidates and getting a multiple in payout for far less time
  • Codex : when Odyssey releases on Consoles... they'll face a 99% discovered Codex after x months of PC exclusive Exploration, thus almost no chance for Codex 1st Discoveries anymore
  • everything seems a) static and b) 100% passive... The Artemis Suit has Shields, can be upgraded and so can the equipped Weapons. I wonder for what purpose?
  • wasn't there a Dev Diary where "mobile/moving" things were announced in conjunction with Exploration?
  • already noted elsewhere : Carriers seriously lack Vista Genomics for Carrier Explorers (i.e. via Redemption Office)

Another big issue for me is : SRV Wave Scanner, on-foot HUD and MiniMap....

  • IMHO it would be useful to be able to have some feedback from the Wave Scanner, otherwise the SRV trying to find anything on its own can be exceedingly difficult and tedious.
  • on-foot and no later than sending off a Scan Pulse from the Sampling Tool, I'd expect the MiniMap in the upper left to display everything that was found within scan radius but also get some Wave Scanner-type strobes from signatures beyond its immediate Pulse range - so at least you got a rough idea where your next Bio is located (contextual if already holding 1st or 2nd Sample)

As it stands now, Codex Sampling of Biologicals boils down to
  • fly down at ~100m Altitude and perform a purely visual Search (which depending on Planet Shader and Bio type can be very difficult to spot)
  • touchdown near a spotted Bio and get to work
  • board Ship again
  • rinse & repeat

As a result, the time spent on foot or in the SRV seems surprisingly minimal - as it's not only mostly redundant but also both ineffective (lack of overview or Sensor feedback) and massively more time-consuming.

This odd balance (on-foot Gameplay but the actual on-foot part is surprisingly minimal by design) could really need a 2nd look from the Developers.

If the utility and usefulness (advantage of Sensors) of both SRV and on-foot Sampling Tool could be improved, it might result in the role of the on-foot Gameplay becoming more significant as it IMHO should.
Something should improve concerning the currently extremely low visual and non-existent Sensor coverage, in many case leaving the Ship as the by far most important to locate anything.
Right now, feels awkward of being on foot rarely further away than ~100m from the Ship and merely run towards Bio, Sample and Board right again.

PS.
On foot, more than once I wished I had some type of Scientific Binoculars.
Put them up, have powerful zoom levels - but also toggle through Filters to cycle trough the Biological/Geological signatures (just like in DSS) and attain long-range Sensor feedback on the nearest locations (maybe analog to Wave Scanner + Visual highlighting if something is already in visual range).

Having such a Sensor advantage and being able to locate what I seek sure would give the Artemis Suit the advantage and the on-foot Gameplay the bigger purpose I think it deserves.
 
I'd also see ability to scan more than one species at once. After I scan something, I have to go several hundred meters to find another good sample. Even if there are many other species close to me. So I board my ship/SRV, there is no point in getting there on foot.

I also hope we will never get ship interiors. Imagine standing up from the pilot's chair, running through the whole ship, opening the hatch/airlock and using stairs/ladder to go outside just to do it again in reverse sequence after spending 5 seconds on scanning the plant. :p
 
soon enough, I believe we'll see something like a Road to Riches - Exobiology Edition. Even if you don't get the double bonus from being the first to log the sample from the body, going through valuable planets without having to look for them will see you progress much faster than finding your own unexplored worlds would.
That, or someone will narrow down the temperature/gravity/atmosphere parameters for the valuable stuff and you can get your own first discoveries by picking a sector with reasonable EDSM coverage.

everything seems a) static and b) 100% passive... The Artemis Suit has Shields, can be upgraded and so can the equipped Weapons. I wonder for what purpose?
I had a go with using the Artemis to clear out the scavengers on a base restore mission - the high speed and big jetpack definitely give it a tactical role for sniping or other hit-and-run attacks, though as mine was a basic G1 and my aim is terrible it didn't work out great for me and I ended up crushing most of them with my ship instead [1]. Agreed that it doesn't have much exploration use yet.

[1] Which of course raises the question as to whether there's much point to the Dominator suit, when a ship nose is far more effective against infantry.

As a result, the time spent on foot or in the SRV seems surprisingly minimal
On foot, definitely. I tend to use the SRV to get between bio sites - partly because I like driving it, partly because some of them are in rough enough terrain my Krait can't easily land there. But the Artemis suit could have been removed entirely without much impact on the exobiology gameplay.

Part of the problem is that it costs you 10% energy per scan, so 30% energy per lifeform not counting moving between them. You can't get extra energy cells by any means (including carriers) in deep space, so the Artemis being able to carry 5 and having a big inbuilt energy reserve doesn't really help there - you either tether yourself fairly closely to your SRV or ship, or you'll run out of them pretty quickly one way or another on any extended expedition. Engineering mods for 50% extra energy capacity and reduced tool usage costs are available, which would help, but you're still pretty limited ... and there's very little terrain which you could get into on foot but not at least get within 100m or so in the SRV.

(In five years time if they bring out "more life" worlds - caves, underwater, forests - then there might be a point to the Artemis even if you're not actually going very far from your SRV in terms of distance)

Finally though, there's one common complaint for exploration gameplay: we have canisters, let us upgrade the tool to be able to hold more than one sample.
As always, absolutely this.

The big problem with the "one at a time" gameplay is that it hardly makes any difference on a three-life planet if you find a spot with all three present - you still have to go in three loops round the area to pick up the samples, whereas if you found a spot with only one at a time, you still have to do three loops (one at each site). So things like "ah, there's something there and it looks like it has a tussock next to it <starts heading over> wait, is that a bacteria patch there?" aren't opportunities for picking up samples efficiently, they're opportunities for thinking "now, can I remember where that bacteria was after I've got the big thing and the tussocks" and being annoyed with the whole process.

(I'd go further: given how fundamental this is, I'd just let the tool hold unlimited samples from any single body; scanning a lifeform on a new body discards all partial samples from the previous body; no upgrades required. The Dominator suit doesn't require you to finish off killing one target before you can start productively doing any damage to others...)
 
Something else that would be handy : a trip meter on the SRV dashboard, so you can set it at one sampling site and see when you get out of range and able to sample again.
 

Deleted member 38366

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Something else that would be handy : a trip meter on the SRV dashboard, so you can set it at one sampling site and see when you get out of range and able to sample again.

True...

Just yesterday after the Patches I found myself checking NAV and Contacts Panel in both Ship and SRV - just to check if I might have overlooked anything and if there might be "Sampling Markers" there.

However, there's nothing indeed, so the distance traveled for 2nd/3rd scan for some Bios with larger required ranges (500m or 800m) I still have to do using good old "clock to map to ground" speed+timing distance estimation, just minus the map part.

Would be useful to have the Sampling Markers visible on foot also visible somewhere in Ship and SRV.
 
In fact, there is quite a lot of data that are accessible in SRV but not on foot and vice versa. Or accessible on foot but not in SRV/ship. For example:

Mats: can see them from SRV, can see some of them from ship, can't on foot until they are within grabbing range.
Temp: can see it on foot, can't in ship/SRV. So on hot planets I have to open the bottom panel to see if I can disembark and if not, I have no idea if it's 1 degree too hot or 100 degrees too hot.
Distance to scanned samples: can see it on foot, can't in ship/SRV
 
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