Exploration Autopilots (crew or device)

First off: the map. It works, technically, but it's impossible to use that flat map to plot any kind of optimized course, even if you just want to eyeball it. I've just gone off the Navigation list, hitting the nearest UNEXPLORED, scanning it, and repeating. But this is not engaging gameplay. So: nav computers.



First off: Combine the DSS and D-scanner into a single size-2 item. New item, so Sidewinders can still mount it in the size 1 slots, and everyone else can stop wasting some size in each of 2 slots when exploring.




Second: Nav computer. Size 2 optional slot. From the system map, you select everything you want to DSS. The nav computer then flies to it at 75% throttle, stopping when the scan starts. Then on scan, that waypoint is removed, and the nav computer does the same to the next nearest waypoint.

This is less than fastest possible performance, as a player can go at full throttle, and cut back when they get close.




Third: Crew. Crew are used for fighters. They're... useless for anything else? That doesn't sound right.

Give crew "navigation" rankings, with the ability to level up.

A "novice" crew acts identically to a nav computer. You save an optional slot, but the crew takes part of the exploration money, according to their ranking. They can rank up on turn-in, kind of the same deal as combat- ranking them up makes them take less money than hiring a master outright.

At master level, they navigate more intelligently, going to full throttle and cutting back in time to slow and scan. They get better as they level, from sticking at 75% throttle at novice to near-perfect throttling at Master.

I know what you're thinking- hire a master, then just fire them before you turn in data! No. Exploration hits are flagged as you hit them with crew, so the crew gets paid even if you fire them. So you can fire someone who ranks up to hire a cheaper novice, but you still have to pay the crew who ranked up what they're due. You can just cut them loose after they level up, and only ever have (and pay) novices.




So: nav computers cheaper, but take a slot. Crew save a slot, but take a cut. Better crew flies a little faster, can still fly fighters. They both just fly between planetary bodies that helm designates. They don't scoop, or do anything important, they just fly around DSS-ing, and avoiding flying into suns and planets. They freak out on interdict and stop working, it's up to you at that point.

Minor application if you just want to fly in the bubble, but useful out exploring. Because exploration isn't exactly super-exciting...
 
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I love those ideas. For sure, expect an huge disagreement from the community; there are many things to consider, and to evaluate, but I strongly support some improvements of the current mechanic toward those ideas.

In particular, I like your suggestion: "Exploration hits are flagged as you hit them with crew, so the crew gets paid even if you fire them". I think that this must be the same for any other crew member, like the one we currently have. There's no reason at all why a fighter crew member can be fired not receiving its percent of the work done; however, I cannot understand why a crew member hired for fight earn money from my exploration too, which I do by myself alone. NPC crew mechanic must me improved ASAP.
 
I love those ideas. For sure, expect an huge disagreement from the community; there are many things to consider, and to evaluate, but I strongly support some improvements of the current mechanic toward those ideas.

In particular, I like your suggestion: "Exploration hits are flagged as you hit them with crew, so the crew gets paid even if you fire them". I think that this must be the same for any other crew member, like the one we currently have. There's no reason at all why a fighter crew member can be fired not receiving its percent of the work done; however, I cannot understand why a crew member hired for fight earn money from my exploration too, which I do by myself alone. NPC crew mechanic must me improved ASAP.

Balancing.
  • The computer flies slowest, takes an optional slot, and does not improve. But takes no cut of profit.
  • Crew take 2%-5% probably, or 5%-7% if you buy an expert, but go full throttle (or just somewhat faster), and throttle back to not overshoot (at higher ranks, novices just use 75%). They require an extra seat, but no optional slot.
  • Or fly manually. You keep 100% of exploration data, and have another optional slot to play with.
It would be a decision. You decide what your priorities are. And flying around a system is not terribly interesting, so why not automate it? You can practically automate it as is, with an external pixel-looking macro program and more skill and time that I personally have.

Perhaps you could hire specific crew? Exploration-only, combat-only, and general? They could rank up separately. But yeah, it's bull that crew does NOTHING and still gets paid for exploration, even when they did diddly. Or even when you leave them in station. This would at least justify keeping crew for exploration.
 
Maybe some people are confused about what exploring is.
Jump scan jump scan in my opinion is not exploring, its scanning, for profit.
 
I love those ideas. For sure, expect an huge disagreement from the community; there are many things to consider, and to evaluate, but I strongly support some improvements of the current mechanic toward those ideas.

In particular, I like your suggestion: "Exploration hits are flagged as you hit them with crew, so the crew gets paid even if you fire them". I think that this must be the same for any other crew member, like the one we currently have. There's no reason at all why a fighter crew member can be fired not receiving its percent of the work done; however, I cannot understand why a crew member hired for fight earn money from my exploration too, which I do by myself alone. NPC crew mechanic must me improved ASAP.

The fighter crew you bring aboard are hired by a paid fee dependent on their rank.
You have bought and paid for their use. They are already paid.
If you want to keep them hanging around you then pay a working wage to that crew member.
There is no scam here.
 
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The fighter crew you bring aboard are hired by a paid fee dependent on their rank.
You have bought and paid for their use. They are already paid.
If you want to keep them hanging around you then pay a working wage to that crew member.
There is no scam here.

Well yeah, but they're getting paid to warm the seat until you deploy a fighter. All that trading and exploration, they do NOTHING, and still get paid for things they didn't even help with.
 
Well yeah, but they're getting paid to warm the seat until you deploy a fighter. All that trading and exploration, they do NOTHING, and still get paid for things they didn't even help with.

Yeah. Thats the working wage bit.
There has to be some sort of cost involved for keeping a crew member and utilising the benefits of a higher ranked npc when required.
The other way is to hire as required, fire once done.
To many want their cake and to eat it aswell.
 
A good nav computer and you can go out while it farms the exploration credits and paints your name around the galaxy...

I'm against this picture. I love the need to orient myself around the system, finding an optimal route needed to scan the planets and executing it.

As far as this not being exploration; I kinda agree, but it is not like there is anything else to do in exploration. Even if I set myself a goal to scan every body in the system to be a 'real explorer', I would be doing the same thing but more of it in each system. Besides, some explorers are glad to find a planet to paint their name on it. What we need in exploration is additional gameplay. But there have been countless suggestion threads and never an answer from FD, so no point going there.
 
A good nav computer and you can go out while it farms the exploration credits and paints your name around the galaxy...

I'm against this picture. I love the need to orient myself around the system, finding an optimal route needed to scan the planets and executing it.

As far as this not being exploration; I kinda agree, but it is not like there is anything else to do in exploration. Even if I set myself a goal to scan every body in the system to be a 'real explorer', I would be doing the same thing but more of it in each system. Besides, some explorers are glad to find a planet to paint their name on it. What we need in exploration is additional gameplay. But there have been countless suggestion threads and never an answer from FD, so no point going there.


No disrespect meant here Space Voyager but if you have to set yourself a goal to scan every body in the system then Exploration is not your bag, I personally enjoy doing this and then if I can I'll pop down to at least one planet and have a drive round, for me that is far more satisfying than bolting on guns and shooting the hell out of some other player/NPC, the game has different things for different players but sometimes we have to overlap and see shortcomings in the bits we don't really enjoy.

That said Yes you are right in that 'there could be so much more' Yes, there could but things take time, and if it's not thought through and implemented correctly you get problems,

I would like to see a 'Birdseye' view of the system map as a selectable on screen option so I could plot a route through a system terminating at that special world I'd like to land on,

I would like to use the unused Utility slots for my scanners and other junk that I need for exploration that shouldn't really need to be in a number 4 slot...

I would like to have a scanner that checks (at perhaps 5000km) for energy sources, life pods, abandoned station, crashed data pod... any signal then give a rough area of interest allowing me to search for it. there are many things that could be done and semi automated navigation in the OP is just one more that could make life in the Black better for explorers.
 
I was trying to argument why I don't want an autopilot, not that one should always scan everything. I do overview the system map, decide what I want to scan, what to take a closer look at and where to land. And then I plan a route - it is this part that I want to stay manual. This is one of the things that - IMO - sets appart people who are willing to invest some time into thinking instead of setting an autopilot to do it for them.
 
Yeah SV I see where you're coming from in your last post where some rocks don't take your interest so you perhaps my not wish to scan them, you wish to chose,
that said the semi auto pilot thing need not detract from your gameplay you could still avoid that rock and in my game I could still use it without it removing anything from my game...


Look at the scenarios... Hold the wheel while I just look at the latest data for Geysers
.................................Hold the wheel while I type in a message to my mate in the same system (it takes me ages cos I'm rubbish at typing)
.................................Hold the wheel while I just read the message 's from base

and the best thing is I don't have to use it if I don't want to!
 
We don't need a game that play it self so you can walk away and text, watch tv, go to work and so on.


I think you mean YOU DON'T WANT... simple thing there is don't fit one (if... which I very much doubt) they become available!

I don't want a docking computer but others do... should I petition ED to get them removed?
 
A good nav computer and you can go out while it farms the exploration credits and paints your name around the galaxy...

I'm against this picture. I love the need to orient myself around the system, finding an optimal route needed to scan the planets and executing it.

As far as this not being exploration; I kinda agree, but it is not like there is anything else to do in exploration. Even if I set myself a goal to scan every body in the system to be a 'real explorer', I would be doing the same thing but more of it in each system. Besides, some explorers are glad to find a planet to paint their name on it. What we need in exploration is additional gameplay. But there have been countless suggestion threads and never an answer from FD, so no point going there.

You didn't read the idea very carefully if that's what you think it says.

Flying around bodies in a system isn't terribly interesting. With a nav computer or crew doing the MOST BASIC tasks, the ones that require no skill or very little skill, that frees up the helm for plotting courses, looking at maps, and whatever else.

Helm still does the jumps, still does the scooping, still has to be available if combat happens somehow, etc. But pointing your nose at something and messing with throttle, that seems like something that can be done without.
 

Lestat

Banned
I think you mean YOU DON'T WANT... simple thing there is don't fit one (if... which I very much doubt) they become available!

I don't want a docking computer but others do... should I petition ED to get them removed?

It has nothing to do with what someone wants. But what best for the game. If the game plays it self then the question become. Why bother playing the game if the game can play it self?

Now Docking computers. It was in the Original game and some people have a hard time landing larger
ships like the Anaconda.

I also think the Op forget Exploration in it self is a skill. He want to make it easier by having the game play it for them. I been out for 2 years exploration. My hull is 85% and I have less then a Minute of life support when I repair it. The Hull damage is due me and not paying attention to what I doing. Like getting close to the sun or planet or had a hard landing on a planet.

Now the Scanners and such and wasting space. Players have to understand with Larger ships. Players have a choice. Either use a Larger Module slot for something small or replace it with something they think would be more useful. It the players choice.

Laziness is not a skill.
 
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Yes, yes, yes, But this is your take on your style of play and preference, and many things were in the original game that did not make it into to this version so don't hark on to me about historic inaccuracies and continuity,

what are your views on getting pilots to fight your battles for you... or perhaps FLY MY SHIP while I fight this baddie in a separate ship?

this thread is in the suggestions and feedback area and it was suggested,
if things don't affect your gameplay because you have a choice to have or not then you should have no worries about what others may or may not do,

If the original post were an announcement from ED that it be compulsorily fitted to all ships at the next update then worry,
and as for as the game playing itself, well, that's just a non argument... I can set my course for Hutton and go to the shop make a brew, read some forum posts... whatever, so that already happens,


Yours lovingly 'Skip'
 
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