Yep, my new addended exploration core loop concept has a multicrew feature for exploration now. I changed stage 2 to use a turreted DSS which also doubles as a multicrew function for exploration. I feel like my concept might actually take less time to completely scan a system than it currently takes, due to the shortened scan times/longer ranges/removal of the requirement to fly the ship very close to objects. I've updated my Exploration Suggestion thread with this too (in my signature).
CHANGES TO THE EXPLORATION GAME LOOP: Here are some changes and tweaks to the main core game loop of exploration, dividing it into four main stages. The goal here is to add levels of actions, decisions, and discovery to the core exploration loop, while also providing opportunity for some new mechanics AND reducing the time it would take to complete scan a normal system. It also implements a mechanic for multicrew exploration to utilize too:
- First Stage - The ADS (honk). This reveals gravitational data on objects, giving you an Orrery map with "black" stellar bodies (no graphics), their orbital paths, and their gravity data. With that Orrery map you can see if the system structure looks interesting or not, how many bodies it has, etc.
- Second Stage - Visual Scan. Next would be a long distance visual scan. The DSS would be improved into a turret style sensor with a full range of motion, like a vision canon / telescope. Pointing the DSS at a planet or star quickly scans the object visually, discoverying the Orrery map graphic along with the surface map and planet/star type. This would have a very long range, something like 30K lys or so. This turreted DSS could also be utilized during multicrew sessions, allowing crew to man the DSS while the pilot flies the ship around.
- Third Stage - Detail Scan. Here is where you can fly to within a certain distance of a stellar body (say 5K or so for large planets, like 5X the range of live currently) and perform a scan to get all of the body data like age, orbital info, materials, etc. This also provides you with the Surface Heat Map (see below), which highlights large potential search areas on the planet surface where things can be found like geysers/fumeroles, unknown structures, life forms, high material concentrations, etc. Note that this scan would should be very fast, almost instant, to reduce time sink. The time to fly "close" to the planet should be time sink enough to do the scan.
- Fourth Stage - Surface Exploration. The heat map now in hand, the commander can choose to fly down into search zones to look for POI's. Upon entering the zone a search indicator pops up (like surface salvage missions currently use only more intensive) to guide the player incrementally, gradually narrowing down the search area to a more localized zone where the commander would need to land and use the SRV scanners to finally pinpoint the POI.
The total time to completely scan an entire system should be equal or less than it currently takes in game due to the much increased scan distances, much reduced scan times, along with the removal of the need to fly right up to the smaller planets. The turreted DSS means a ship can sit just off the perimeter of a gas giant with a dozen moons and quickly detail scan them all without even needing to move the ship at all, but the commander needs to manually point the DSS turret at them all to do so. It is quick and active, not passive.
Each level would pay incrementally. A basic honk (stage 1) would give some credits. Visually scanning objects (stage 2) would give more on top of that, detail scanning objects (stage 3) would pay large amounts of credits, especially for ELW, AW, and TF worlds, and then landing on the surface to scan POIs or take core samples (stage 4) would pay huge amounts of credits. Reward explorers for actually exploring, but much less for just jump and honking.
I actually already wrote almost the identical idea over a year ago after Horizons was released. Very similar, very logical and I think I had 5 stages. I called them levels or tiers. Don't remember but it tied in to what the existing system already had for scans. Level 1 was entire system basic info, level 2 was the detailed scan of large planetary bodies, level 3 was close up detailed mineralogical/biome based scan, possibly POI scans for major landmarks and geographical features to explore. 4 was direct surface samples similar to KSP where you needed samples of the unique things in each system. 5 would be anomalous discoveries which were puzzle based or finding "hidden" things/information that would reap the largest reward.
Searching through archives also found an idea on probes I had
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You carry a Probe Service Bay/Controller. This enables you to repair, refuel your probes and to launch them.
Probes take 1 ton of cargo. You can hold as many as you want.
Probes can travel and jump up to 10ly and return.
Probes will launch in a dispersal pattern of 1,3,5 and 7 at a time (like refineries the bigger the service bay the more you can control)
Probes will automatically launch and head to its nearest stars to jump to, scan all the planetary bodies and jump back and wait at the local star.
They will supercruise and do additional scans on each body if it has time before it runs out of fuel and need to jump back. (possibly based on the quality of the probe)
There will be timers for each probe and a brief communication as to what it is doing in the info panel
While the probes are scanning each planet etc you can scan the local system.
Return to the local star to a Rendezvous Point (Signal Source) where your probes have returned.
Retrieve them into your cargo bay to be refueled and repaired.
All data will be updated in your galaxy map including highlights of anything interesting found with a flashing icon indicating to check it out.
Caveats
There can be damage done, micro meteors, wear and tear, radiation.
They can return if they don't have time to scan all objects.
The probe service bay requires ammo like the AFM
They are unshielded and fragile.
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