Exploration suggestions thread - Visuals,encounters,mechanics,missions. In short some mystery!

How about a higher pay scale for objects scanned at greater distances from the bubble? Example being a system scanned at 50kly out would inherit an increased payout compared to something just at 5kly, etc. I won't make any suggestions as to what the tier could be.
 
New internal module, slanted towards traders and explorers.

Super Fancily Named Navigational Computer MK II. Or whatever, someone else more creative can figure a name out. Point is, you can buy this bad boy for a premium price (say, 35% of your ship cost? I dunno. Someone smarter than me can also figure out a balanced price), plop it into an internal spot, and bam! You can now create manual way points in the Galaxy map, calculate up to 2500ly's distance, new route planner being a 'prioritize by waypoints,' and also 'prioritize by filtered systems.'
 
I like the idea of a bonus for scanning the entire system (or at least the final non-scanned item in said system). I hate going to systems to find the previous explorer scanned just the highest value target (earth, water, high metal, etc), and then moved on to another system. Also adding some suggestions for random encounters in uncharted space for the thread.

RANDOM EXPLORATION ENCOUNTER SUGGESTIONS:

1. Deep space mining vessels willing to trade any mined ore or metals in your cargo hold
2. Deep space research vessels willing to purchase your collected exploration data
3. Colonists travelling to settle some system in uncivilized space
4. Distress beacon signal for escape pod from salvageable wreck (payout returning pod to station)
 
Generation Ships (from the original Elite) to at least see/encounter. If you're stupid enough to shoot one they're protected by the military you know!
Talk of them being in Horizons - https://forums.frontier.co.uk/showthread.php?t=209834


There's also talk of "The Missing":-
Putting on my story hat for a moment the sharp eyed amongst you have noticed a story in GalNet about ‘The Missing’. In brief The Missing is an encompassing term for everyone who has disappeared without trace in deep space. This includes colonists on the ancient generation ships, lost colonies, disappeared scientific expeditions and a host of others. Some will know from our timeline that many thousands of ‘generation ships’ left the safety of Earth beginning in the 24th century onwards, and headed out into what was then largely unknown – with just some data from probes to guide them. The process was completely unregulated, and many were not as well prepared as they should have been. In those days when faster-than-light communication didn’t exist, many of these potential settlers faced terrible risks alone, travelling thousands of light years into the black, not unlike the wagon trains that set out across continental US in the 18th and 19th centuries before them. Not all were successful at founding new worlds. Most were not. Some managed to return with tails of their adventures. Some were lost in deep space, the dead hulk of their ship carrying on an almost endless trajectory ever deeper into space. Others managed to land and survived for many decades before being overtaken by some local disaster. Some may still be alive, just restricted to low power light speed communications, or no comms at all, as their equipment has failed over the centuries in between. We say they have disappeared without trace, but just maybe some will find some traces of them that are still out there…

The plight of The Missing is just one of the things that will become more prominent over the coming year and the Commanders of the Pilots Federation will be pivotal in solving these mysteries. You can expect more news on this soon!

Maybe we'll find dead civilisations, stations, ships (generation ships) in some systems from failed colonisations?

Maybe we'll find some civilisations that have survived so have remote outposts to visit with interesting trade/economic outcomes.

Maybe we'll find some civilisations that have survived but are incredibly aggressive due to historical events?

Maybe we'll find some civilisations on the cusp of extinction and need help. CGs to take supplies or return them to "the bubble".


I do hope something significant is made of the various opportunities this offers...
 
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I'll just leave this here. Long story: there.

Cleanup from the game HUD:
- Removed all 'NONE' bits, because useless
- Removed the next system info box displayed when charging the FSD when outside the bubble, because it's then useless
- Removed 'INFO' from the info tab (top right), because useless, and moved the clock next to the ship name; which is limited in character number, so shouldn't be a problem
- Moved the warning to the top center of the HUD, so it doesn't mask info anymore
- Removed the useless '1 year' from the target indicator, replaced with a more useful star type, for a quick check at the last second if not done before without needing to cancel the jump
- Removed the HEAT and SCOOP RATE bars; HEAT is redundant, and RATE has been moved to the bottom right corner; colour-dynamic, green indicates optimum rate
- Removed the USELESS lamps on each side of the dashboard, as well as the two LED-something rectangles on the left and right edges of the dashboard. Who drives their car at night with the interior light on?....

New stuff from left to right:
- (invisible) Comms box designed for legibility and message stacking, not NPC avatar gallery
- Simplified and dynamic system schematics. When targetting a star, it shows the stars in the system; rest of the bodies (if any), indicated by a body icon and '...'. When targetting a planet, stars disappear and leave room for a list of bodies (see previous mockups), with '...' if room is lacking. The green indicator shows the presence of body/ies (or, if in planet mode, which body/ies) matching the schematics filters: say one wants to find ELWs, they check the 'Water presence' filter, and if some is present in the system, it will show up on the schematics (and on the Nav panel - I should mock it up soon). A simple honk gives us a visual map of the whole system, so no reason not to be able to detect water that way. Would tag GG with water-based life, WWs, ELWs; same principle with metal, ammonia, etc.
- Summary of astronomical info of the targetted (and scanned) body. Class, subclass, luminosity class, full name; age, mass, radius, temperature, orbital period, semi major axis > stars. Type, radius, mass, blah blah and RARE MATS at least > landables. All values rounded up if needed to save room.
- Tagged/untagged indicator. All in the name of opening the SysMap as a last resort!
- Permanent display of next plotted jump + distance + primary star type. Allows for anticipation: one doesn't have to spool the FSD or open the GalMap to know what's coming next
- Star type and luminosity class. Instead of having to open the GalMap...

- Coordinates of ship's localisation in the system (degrees+elevation relative to system plane in light-seconds; + or -)
- Longitude/latitude indicator. More legible and simpler with dynamic +/- indicators to help orientate the ship, relatively to its direction. Supplementary to surface markers, when not used.
- Clear and difficult-to-miss gravity indicator. Because what's the nonsense behind hiding one of the most vital information when flying a spaceship on dozens of planets. Colour-dynamic: green up to 1G, orange from 1 to 2G, red from 2 onwards.
- Body indicators for an easier and quicker navigation (in purple); could be adapted for starports
- Distance counter to surface marker (see below)
- Direction indicator for surface navigation

- Boosted jump range estimates for all boost levels, based on the availability of at least 2 boosts (forward and back, just in case, because we want SMART ships) and the current base jump range. So it varies with the amount of fuel in the tank. Which should prevent explorers to grab their calculator or do approximate math when trying to reach very distant systems.
- Fuel Warning indicator. Checks that the ship can jump at least twice the full-tank jump range with the current amount of fuel. If not, warns.

I also thought (but forgot to mock up) of a sort of 3D corridor, like a simpler version of the docking corridor for SLFs, that would show the optimum trajectory for fuel scooping. 'Cause why not.

- I shall mock up the Nav panel soon, but basically, the main thing would be to remove the system name from bodies names when in a system (clogs up the planel for no reason at all, really), leaving only A1, A2, even if the body hasn't been scanned (see previous mockups).
- Take advantage of the room to display the body type once known (although as mentionned, the honk as it currently is should be able to provide a very basic indication of it), and then, for example, the rare mats. Smart ship, once again.

2c4OYeN.png



- Orbit lines that do not disappear for lack of speed or switching to normal cruise
- Orbit direction
- Body number/letter. Body count is made with a honk of ADS, so I see no reason not to display it right away, and having it on the HUD would prevent one from constantly switching to System Map

Lwbn6WL.png


- System plane layout, with distance indicators (red)
- Angle indicator for in-system ship coordinates (green; arrow means clockwise)
- Schematics of the system map on the left, with current targetted object, landables in green, current localisation (if within x distance of a body); could be filtered for starports only, etc.

qFTXYbN.png


- Body type that does NOT disappear when the surface approach thing appears
- Quick snapshot at what rare mats are available on the body (or something)
- Equator and poles displayed
- Surface marker

EPwOTmQ.png


- No biggie, just the star class and luminosity class on the Sysmap
- The distance for ALL orbiting bodies, which includes the brown dwarfs!

XYg08aY.png


- Useless info removed when not pertaining
- Star types in the system added on the map, to avoid constantly switching from Route to Info tabs and back
- Bit of vertical grid (no reason not to!)

WJNSnVF.png
 
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