Exploration features

Imagine jumping into a new system. As an explorer you would send out the scan.
What if at this stage you were able to detect persistent POI, in space or on a planet.
A message could appear telling you that such and such planet or moon had a strange anomaly detected. You then make your way to that said planet and use your deep surface scanner to help you pin point the area where said POI is located. You then go down there and find a crashed probe or anything really, you exit your ship in the SRV and pick up some crashed life pods or whatever.

This is one of the most IMPORTANT things this game needs. Instead of filling space with random noise, fill it with persisten POIs and give the player the tools to find them. Not every planet will have POIs only some but this gives a reason and a reward for finding them.

This one thing would make Elite Dangerous the best space sim at the present time imo. Instead of the random noise that players see spawning around them, making exploration meaningful and rewarding.
 
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Locating POI when you scan the celestial object would be the right way to go - not from a system-wide ping. After all, you want to encourage explorers, not passers-bye - that would be too easy.
 
I don't think a primary scan should pinpoint the location/nature of all PoI's/USS's in a system, but I do think it should "fix" the number of them for your current instance-thus making them semi persistent for as long as your commander is in that system.

It should then require either a secondary scan-at closer range-or processing of primary scan data via a science module in order to get more of a fix on USS's/PoI's.
 
This suggestion intrigues me.
Whenever you are traveling in deep space with a set goal (such as Sag A*) and there would be a sudden change of gameplay to take the monotony out of the trip.
I like it very much.
 
I really wish conversation about this type of exploration mechanic wouldn't just get buried away unread in some forum. This type of idea is something that would most definitely spark life into this game. Your community is the same as the community for star citizen and Empyrion. Your community wants exploration features. Please listen!
 
So is this instead of the current system or in addition to it? How would it translate to being within the bubble, or outside?

We know in the bubble and nearby there are USS and POI all over the place. So in universe, why are these "persistent" signals being detected over the countless POI we can only see when we're near them (generated on the fly on the surface or in SC). And by persistent do you mean persistent persistent, or do you mean when you arrive at a system one has the chance of being generated and it's there while you're in the system? If the first, how common will these be during the galaxy and how will they be spread out so Explorers have the chance to find them? If the second, that'd be cool.
 
So is this instead of the current system or in addition to it? How would it translate to being within the bubble, or outside?

We know in the bubble and nearby there are USS and POI all over the place. So in universe, why are these "persistent" signals being detected over the countless POI we can only see when we're near them (generated on the fly on the surface or in SC). And by persistent do you mean persistent persistent, or do you mean when you arrive at a system one has the chance of being generated and it's there while you're in the system? If the first, how common will these be during the galaxy and how will they be spread out so Explorers have the chance to find them? If the second, that'd be cool.

To me these POIs are ALL persistent. Whether inside the bubble or not. The developers can write a script that generates them randomly maybe once a month. They only exist when there is a player there. Otherwise they are just a variable that stores information about the POI. They would store much less information than a Space station because they dont need market values or anything like that. The script would take into account population density to generate more of them in the bubble but much rarer as you get out of the bubble. This creates several things for the game:

1- Multiplayer encounters. There may be another player that finds and heads after the same POI that you found. You have a chance of running into other players that are in the same location as you because these POIs exist for all players not just you.
2- For an explorer this creates rewarding experiences because finding a POI out in the middle of no where, you would know that it wasnt just randomly generated because you were in the area, it has been there for a long time waiting to be discovered and you found it.
3- Less frustration when looking for things like Barnacles because you would be searching surface areas on planets that you know for a fact have an anomaly and you are not searching in vane for days by eye.
4- This expands game-play in an area that is desperately lacking in Elite which is what the large majority of players wants (Exploration and PVE)
5- The reward for discovering these POIs would be increased not only with more payout but satisfaction to the player. They are no longer finding random noise that is generated because they are there in the area. Now they are discovering actual REAL Points of interest that anyone else can find too.
 
Locating POI when you scan the celestial object would be the right way to go - not from a system-wide ping. After all, you want to encourage explorers, not passers-bye - that would be too easy.

I dont mind either or. I prefer less time sinks but Im not against your idea either. My idea is that wehen you do a system wide scan it puts a marker on a celestial body that returned an anomaly and then when you do the deep surface scanner it would narrow down the area on the planet where it is located. I think that you have to fly down there to actually see what it is. It could be anything. I also think that the reward for salvaging things like this would have to be much bigger. I mean saving a bunch of life pods should be something worthwhile. Or finding a lost probe that belongs to some faction, when returning it to them they should pay you a lot and your standing with them increased drastically.

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I don't think a primary scan should pinpoint the location/nature of all PoI's/USS's in a system, but I do think it should "fix" the number of them for your current instance-thus making them semi persistent for as long as your commander is in that system.

It should then require either a secondary scan-at closer range-or processing of primary scan data via a science module in order to get more of a fix on USS's/PoI's.

Im not for generating POIs as you scan. Rather, I am for detecting them as you scan. I agree with your other points. A secondary scan would need to happen either a deep surface scanner or a science mini game module as you say, to pinpoint them.
 
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To me these POIs are ALL persistent. Whether inside the bubble or not. The developers can write a script that generates them randomly maybe once a month. They only exist when there is a player there. Otherwise they are just a variable that stores information about the POI. They would store much less information than a Space station because they dont need market values or anything like that. The script would take into account population density to generate more of them in the bubble but much rarer as you get out of the bubble. This creates several things for the game:

1- Multiplayer encounters. There may be another player that finds and heads after the same POI that you found. You have a chance of running into other players that are in the same location as you because these POIs exist for all players not just you.
2- For an explorer this creates rewarding experiences because finding a POI out in the middle of no where, you would know that it wasnt just randomly generated because you were in the area, it has been there for a long time waiting to be discovered and you found it.
3- Less frustration when looking for things like Barnacles because you would be searching surface areas on planets that you know for a fact have an anomaly and you are not searching in vane for days by eye.
4- This expands game-play in an area that is desperately lacking in Elite which is what the large majority of players wants (Exploration and PVE)
5- The reward for discovering these POIs would be increased not only with more payout but satisfaction to the player. They are no longer finding random noise that is generated because they are there in the area. Now they are discovering actual REAL Points of interest that anyone else can find too.

OK, a few more questions. I'm trying to get a clearer sense of what you're suggesting before I give a full opinion. What kind of POIs are you talking about? How many will be put in during the month? And how would they be distributed, if they are independent of the player.
 
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I would write a script that does it. Essentially what you are trying to accomplish a sense of realism which would require a set of rules similar to the planet generation tech aKA "Stellar Forge". POIs get randomly generated based on your set of rules on planets. Things that the rules would consider are whether or not the planet is in the human inhabited space, the amount of traffic, system status, how far the planet is from the bubble, whether the planet is located in a known alien area, whether the planet has lots of mining potential (generate mining outposts), whether the planet is located in lawless system (generate planet pirate base) etc.... There are many rules that can be taken into account.

the script would place Points of Interest in non atmospheric planets (for now) like crashed exploration probes, crashed ships, basically all the POIs they currently have in the game now that you can find. It would place these POIs on planets across the galaxy as persistent locations. These POIs could be countless and the diversity would be up to the developers. They can add new ones as they create new content.

Once a month or whatever timing the developers decide based on their rules, they can clear these out and then run the script again to generate new POIs for the galaxy. Some of these POIs like a crashed exploration probe could trigger a mission for you to return the data to a station back in the bubble somewhere for a huge reward and reputation bonus.

Note: These POIS would not affect the hand placed POIs like Barnacles and Alien Ruins that are specifically placed in certain places. And this hear shows you they have the technology to generate persistent POIs already. What they need is a script with a set of rules that generates the other countless planets with POIs and the ability to refresh or to update these at a given time like I say once a month or every other month. That is what I would do at least.

You could also do a very similar thing with USS. Instead of generating them around the player, generate them through a script that gets run once or every other month.

I forgot to say that the player needs to have tools to find all these things. A deep surface scanner should reveal the location of anomalies on a planet surface to make it easier to find things. Not every planet has to have POIs.
The player also needs tools to find USS that are persistent. A scan of the system should reveal anomalies in space and a deep surface scan of a planet should reveal anomalies located on the planet.
 
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Locating POI when you scan the celestial object would be the right way to go - not from a system-wide ping. After all, you want to encourage explorers, not passers-bye - that would be too easy.

Obscuring more incentives to explore planets should not be happening. When you're jumping from system to system 1k LY after 1k LY the last thing you want to do is sit in supercruise for god knows how long with hopes of finding gameplay.

Jump into system that seems uninteresting -> get incentive to explore it rather than jumping out should absolutely be the way to go instead of jump into system that seems interesting ->explore->get more opportunities to explore
 
Obscuring more incentives to explore planets should not be happening. When you're jumping from system to system 1k LY after 1k LY the last thing you want to do is sit in supercruise for god knows how long with hopes of finding gameplay.

Jump into system that seems uninteresting -> get incentive to explore it rather than jumping out should absolutely be the way to go instead of jump into system that seems interesting ->explore->get more opportunities to explore
Yes I agree. That is why at least a question mark '?' can popup in the system map over one of the celestial bodies indicating that something unknown was detected. Running a deep surface scanner would then reveal more information about it. The same with USS basically. Scanning the system would reveal distress call or combat or whatever and mark some USS for you to explore.
 
I would write a script that does it. Essentially what you are trying to accomplish a sense of realism which would require a set of rules similar to the planet generation tech aKA "Stellar Forge". POIs get randomly generated based on your set of rules on planets. Things that the rules would consider are whether or not the planet is in the human inhabited space, the amount of traffic, system status, how far the planet is from the bubble, whether the planet is located in a known alien area, whether the planet has lots of mining potential (generate mining outposts), whether the planet is located in lawless system (generate planet pirate base) etc.... There are many rules that can be taken into account.

the script would place Points of Interest in non atmospheric planets (for now) like crashed exploration probes, crashed ships, basically all the POIs they currently have in the game now that you can find. It would place these POIs on planets across the galaxy as persistent locations. These POIs could be countless and the diversity would be up to the developers. They can add new ones as they create new content.

Once a month or whatever timing the developers decide based on their rules, they can clear these out and then run the script again to generate new POIs for the galaxy. Some of these POIs like a crashed exploration probe could trigger a mission for you to return the data to a station back in the bubble somewhere for a huge reward and reputation bonus.

Note: These POIS would not affect the hand placed POIs like Barnacles and Alien Ruins that are specifically placed in certain places. And this hear shows you they have the technology to generate persistent POIs already. What they need is a script with a set of rules that generates the other countless planets with POIs and the ability to refresh or to update these at a given time like I say once a month or every other month. That is what I would do at least.

You could also do a very similar thing with USS. Instead of generating them around the player, generate them through a script that gets run once or every other month.

I forgot to say that the player needs to have tools to find all these things. A deep surface scanner should reveal the location of anomalies on a planet surface to make it easier to find things. Not every planet has to have POIs.
The player also needs tools to find USS that are persistent. A scan of the system should reveal anomalies in space and a deep surface scan of a planet should reveal anomalies located on the planet.

After thinking about this a while, I have a few problems with it.
Many/most/(all?) POI and USS contain resources, ships, or datapoints. If they are persistent, you'll eventually drain a system of these resources, and have to wait until the month or so until it all resets. And there will be no more distress signals for a month? For many of the USS and POI's, as they are, the current setup is kinda more realistic after the fact (though there are exceptions).

USS:
***Distress signals\weapons fire detected are definitely temporary, so would make more sense to pop up around the players. (be cool if they had a time limit and eventually change to combat aftermaths.)
***Destroyed ships in space (CA, DE, EE, HGE) can be seen as pretty temporary. Often a rescue ship is already there when you show up. If you don't pick up canisters or what not, one of the NPCs will, as well as the scrap metal, or anything that will give off a signal source. I'd also like to occasionally see large junker ships arriving to collect the debris while you're there. That'd add realism to why it's temporary. Now that I think about it, modules that allow you to collect scrap and recycle them to reusable metal to sell would be awesome.
***Convoy dispersal patterns are stupid and shouldn't exist... Why aren't these ships in supercruise???

The point is that there are tons of NPCs, and they'll eventually clean up stuff.

Planet POI:
*** Any debris guarded by skimmers is going to get cleaned up as soon as whoever owns them shows ups and gathers the goods/scrap.
*** Debris not guarded by skimmers probably will be soon.

Planet POI buildings:
Buildings and such are the exceptions, though abandoned stuff would probably be salvaged by NPCs eventually.

For things like buildings on planets, I think the discovery should still be random around the player, but the location gets saved to a save file on your system, and it becomes semi-permanent. Then if you want to show someone else your find, you can synchronize this save with friends. Though depending on what it is, it can also be temporary, just with a longer life. Same with things outside the bubble.


The reason I prefer this to your idea is that you're not ally discovering the things your way. You're honking and then going to the question mark. I like the idea of "stumbling upon" something. Just coming across it, rather than activating a scanner then going to the question mark. Sure it's an illusion, and the universe is manifesting something near me, but from the character's perspective, it's functionally the same. On the other hand, if it was all persistent, the odds of just stumbling upon something are so incredibly high, you instead have to be told almost exactly where to look upon entering the system. And since you're being shown this as soon as you're enter a system, you either have A) everybody being shown the same few things in each system for a whole month. B) Only show a small selection of possible things each scan. (But then what decides what gets chosen?) C) Litter every system with thousands of POI every scan.


The way it is now, there's a chance to find stuff just about anywhere.
 
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