Exobiology Blues & What it needs to be worthwhile

The Exobiology game loop is boring in the current state. I'm chasing around for hours to get 3 genetically different variants of a species. I see other interesting plants, but can't scan them as I would loose my other samples. Esp. bacteria and smaller plants are really hard to find! I see potential in this, though, it needs real improvement.

If the variants are spread out as it is now and the distance between samples has to be so big, the SRV is needed. So, the SRV should get a tool to support finding them.

What needs to be done in my humble opionion:
  • Bring back the heatmap to better identify the spots with Bio/Geo
  • Help us to close down on these spots while in ship and SRV (not only in DSS)
  • Enable us to scan (or rather store) more than one species simultaneously
 
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I’m not an explorer normally, but the dabbling I’ve done with bios did suggest the '1 scan type at a time' would prove annoying. It’s quite a roadblock to just mooching around and following your nose. (Oh, what’s that tree on that hillside? Can’t care… I’m locked on snail shrubs…)
 
The Exobiology game loop is boring in the current state. I'm chasing around for hours to get 3 genetically different variants of a species. I see other interesting plants, but can't scan them as I would loose my other samples. Esp. bacteria and smaller plants are really hard to find! I see potential in this, though, it needs real improvement.

If the variants are spread out as it is now and the distance between samples has to be so big, the SRV is needed. So, the SRV should get a tool to support finding them.

What needs to be done in my humble opionion:
  • Bring back the heatmap to better identify the spots with Bio/Geo
  • Help us to close down on these spots while in ship and SRV (not only in DSS)
  • Enable us to scan (or rather store) more than one species simultaneously
The last one (allowing us to manually change cartridge and store the partially filled one we have) would be useful. Can't say that the distance between samples is any kind of issue for me in and of itself.
 
My thoughts on these three:

1. The 'heatmap' (that is not a heat map) could definitely be better but I've gotten pretty good at narrowing down my search area by choosing a good overlapping spot in the filters so it doesn't bother me anymore.

2. When I first started exobiology, I would have killed for an exo scanner on the SRV. Now, however, my method involves sampling a species and then jumping back in my iEagle and performing a quick hop to identify another of the species by sight that is just the right distance away for my next sample. I don't even raise my gear since it usually takes very little time to locate my next target. It might improve locating bacterial colonies but I've gotten really good at seeing them from above so I'm not sure it would be a time improvement at this point. Still, I wouldn't be opposed at all to adding it and would probably end up finding cases where it is super useful. Bacterial colonies on planets where the coloration and surface albedo match very closely comes to mind (I usually just don't bother with those unless I'm feeling particularly OC).

3. The ability to change out canisters to gather samples from more than one species at a time would be a massive QoL improvement! I've wanted this one from the beginning. It seems like a ridiculous limitation whose sole purpose is to artificially prolong the surface experience.
 
The Exobiology game loop is boring in the current state. I'm chasing around for hours to get 3 genetically different variants of a species. I see other interesting plants, but can't scan them as I would loose my other samples. Esp. bacteria and smaller plants are really hard to find! I see potential in this, though, it needs real improvement.

If the variants are spread out as it is now and the distance between samples has to be so big, the SRV is needed. So, the SRV should get a tool to support finding them.

What needs to be done in my humble opionion:
  • Bring back the heatmap to better identify the spots with Bio/Geo
  • Help us to close down on these spots while in ship and SRV (not only in DSS)
  • Enable us to scan (or rather store) more than one species simultaneously

I could live with the 'only 1 species at once' if we could

BOOMARK POSITIONS ON THE GROUND
 
I suggested in another thread that you should be able to sacrifice one of your gathered sample while inside the SRV to make it's scanner detect that plant to help find it. Another thing I feel should be tweaked is the organics tab on the system map. I think it would be helpful it it told you the type of organic you're looking for when they're still undiscovered. Would help you narrow down what DSS filter you need to use to find multiples of the same type.
 
l like the biome layer instead of the heatmap. Makes you work for it.

being able to use the dss to narrow things down might be nice.

i would love bookmarking.

ya the one species at a time thing is a little annoying.
 
The last one (allowing us to manually change cartridge and store the partially filled one we have) would be useful. Can't say that the distance between samples is any kind of issue for me in and of itself.
Not really an issue but they should make the range of the ping further, perhaps with an Artemis specific mod or something.
With its 100m it's practically useless.
 
It would be great if both Mercenary AND Exobiology ranks added (albeit it at small fractions) to your running speed and duration.

I'd expect a player with Elite in both Mercenary and Exobiology to be able to run pretty fast for longer compared to a player at starting level.

Either way, you're completely right. I have NO intentions of doing any Exobiology since it's so isolated from the rest of the game. At most it gives you a small amount of credits. I have as much yearning for it as I do CQC - none.

I really wish they'd tie in a bit more for this. Otherwise there's not much (if anything) to it.
 
I sometimes use it in dense bacterial fields to see were i can scan again after 500m but else it's just useless 🤷‍♀️

I tried using it at first and then realized that it was basically useless since you will generally never find another sample in the same patch (from my experience). Now I don't even bother with it and just hop back into my SRV and race off to find another patch a good distance away. Assuming I'm actually bothering with exobiology. Most of the time I skip it because I find it to be more work than it's worth and don't find running around endlessly looking for that last sample to be fun. So I pretty much only do it when I want to break up the monotony of long exploration trips.
 

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I agree, the entire System needs finetuning and better integration.

This is what I suggested elsewhere :

The DSS Filters can be quite frustrating and deceptive indeed.
I sure wish we could get an actual Heatmap, so the Filter doesn't send you down to places where it can be easily next to impossible to find the set Filter Bio.

On top, we IMHO need Sensor Fusion and logical steps going from Space (DSS) -> Ship Scanner (above Ground) -> SRV (Wave Scanner) -> on-foot (hand-held Scanner).

1) why can't the Ship Scanner give out something at all? It was used previously and I think it could be put to good use, currently it's literally playing dead and useless over a Planet.
  • when in Combat Mode, only shows normal contacts and classic POIs, basically similar to how it works in Horizons
  • but when in Analysis Mode, switches to a localized Heatmap or maybe use a modified way to indicate presence of Biological/Geological Signals

2) what about the SRV Wave Scanner? In rough terrain or vs. some Biologicals (i.e. Bacteria), its visually almost impossible to detect anything; currently the Wave Scanner doesn't give even a beep vs. the new Bio/Geo Signals
  • when in Combat Mode, have its Wave Scanner focus on classic POIs/anything man-made, Meteorites or artificial (structures)
  • but when in Analysis Mode, have its Wave Scanner give strobes towards Bio/Geo Signals instead (with a useful range to reflect its potent Sensor Package)

3) the hand-held Pulse Scanner.... Pinging it has only minimal Range and is hardly of any use. Even Auto-Landing the Ship commonly has the CMDR placed outside of the Pulse distance to a visually picked up Biological one is landing nearby
  • when sending out a normal Pulse (short click), it can remain as it is
  • but when pressing & holding the Pulse, it charges and sends out a correspondingly long-range Pulse (draws a bit suit energy)
  • the left top Mini-Map is then populated with locations (detected within Pulse Range) or directions (weaker/stronger signals outside Pulse Range, strobes like the SRV Wave Scanner)
  • Controls setting Ship Scanner Range should be usable to setup MiniMap Display Range for better overview

Once those basics are in, I think the whole process would become a whole lot smoother and far more intuitive.
 
Allowing us to have a few canisters to switch between is my biggest wish. However, I have not really run into many case when I needed it.

I can see why they would not allow an unlimited # of canisters, but being able to work on 3 (or so) at a time would help. As noted above, should have been an engineering option.
 
Allowing us to have a few canisters to switch between is my biggest wish. However, I have not really run into many case when I needed it.

I can see why they would not allow an unlimited # of canisters, but being able to work on 3 (or so) at a time would help. As noted above, should have been an engineering option.
I don't think it needs to be an engineering option, guns get extra magazines by default. There is no need to lock a QoL improvement behind grind just because. It should have been a thing from the start, just add it in.
 
Tbh No Man's Sky is a great source of inspiration on how to both make exobiology less grindy as well as better integrated into the game. Finding new flora gives you a unique currency that is used for all kinds of upgrades and new buildable items. Plus, if you find all the flora, fauna and minerals on a planet, you get another bonus reward, and it also gives you rank-ups with certain factions which can lead to other rewards.
 
I don't think it needs to be an engineering option, guns get extra magazines by default. There is no need to lock a QoL improvement behind grind just because. It should have been a thing from the start, just add it in.
Yeah I sometimes wonder if we've been conditioned to accept the poor design of Engineering as "normal," because of how many people suggest adding new features locked behind Engineering.
 
Yeah I sometimes wonder if we've been conditioned to accept the poor design of Engineering as "normal," because of how many people suggest adding new features locked behind Engineering.
You have. :)

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