How would you have implemented the FSS?

If we got that, I wouldn't want the FSS in the game at all. :)

Interestingly enough, i think i also am on the same line. If we could get that suggestion with probes and everything, I would not mind loosing the FSS. It would be much better. But as long as we don't get anything that great, i rather have the FSS than eliminating it from gameplay again.

- use the "honk" to slowly populate the System
(not really slow, like a Pulse moving through the System at 50.000-100.000 Ls per second) and counting detected Gravity up until reaching 100%)
=> not a timesink, just enough to make the honk do something that makes sense; Gravity wells would keep running in while in FSS in large Systems

I did some pondering, and i think this is the part of your suggestion i don't really like. It's just the same old honk, slightly disguised and described much prettier than the old one.

But based on several suggestions here, i wonder if the honk could rather look like this:

1. You honk and your HUD displays the direction of gravity wells. It does not show the distance, it does not add it to the system map. it only shows the direction. They are displayed as small circles, which get bigger over time and after like 30 seconds disappear. If your ship moves, the speed of them getting bigger increases (the faster your ship moves, the faster they grow) and they pop quicker.

If you do nothing else, you can use this to fly towards planetary body by pinging again and again and following the signal. It's kind of "parallax method for beginners". But it would not populate your system map.

Advantage: You have an idea on where things are, without having having to use the FSS. By seeing the groups of gravity wells, an experienced explorer will also be able to spot oddities, while the untrained eye won't be able to see the difference.

Disadvantage: It doesn't seem to be enough.

2. Those circles also are visible in the FSS. So they can assist you finding things in the FSS

Advantage: The FSS will still be useful and it will be easier to use for those who struggle with it.
Disadvantage: It will cheapen the FSS a little bit, but i think it's not too bad. And it'd still take you to the FSS, which some people refuse to ever touching.

3. You get the ability to shoot probes in supercruise. When those pass close enough to a gravity well, then the object is resolved and added to the system map. It also is indicated on the FSS, but not scanned yet.

Advantage: More gameplay. And probes!
Disadvantage: In the current shape i suggest it, it's just another "point and click" minigame. The learning curve (it's worth it or not) already is in point 1 of the suggestion. Something more needs to be added to make this more interesting.
 
Interestingly enough, i think i also am on the same line. If we could get that suggestion with probes and everything, I would not mind loosing the FSS. It would be much better. But as long as we don't get anything that great, i rather have the FSS than eliminating it from gameplay again.



I did some pondering, and i think this is the part of your suggestion i don't really like. It's just the same old honk, slightly disguised and described much prettier than the old one.

But based on several suggestions here, i wonder if the honk could rather look like this:

1. You honk and your HUD displays the direction of gravity wells. It does not show the distance, it does not add it to the system map. it only shows the direction. They are displayed as small circles, which get bigger over time and after like 30 seconds disappear. If your ship moves, the speed of them getting bigger increases (the faster your ship moves, the faster they grow) and they pop quicker.

If you do nothing else, you can use this to fly towards planetary body by pinging again and again and following the signal. It's kind of "parallax method for beginners". But it would not populate your system map.

Advantage: You have an idea on where things are, without having having to use the FSS. By seeing the groups of gravity wells, an experienced explorer will also be able to spot oddities, while the untrained eye won't be able to see the difference.

Disadvantage: It doesn't seem to be enough.

2. Those circles also are visible in the FSS. So they can assist you finding things in the FSS

Advantage: The FSS will still be useful and it will be easier to use for those who struggle with it.
Disadvantage: It will cheapen the FSS a little bit, but i think it's not too bad. And it'd still take you to the FSS, which some people refuse to ever touching.

3. You get the ability to shoot probes in supercruise. When those pass close enough to a gravity well, then the object is resolved and added to the system map. It also is indicated on the FSS, but not scanned yet.

Advantage: More gameplay. And probes!
Disadvantage: In the current shape i suggest it, it's just another "point and click" minigame. The learning curve (it's worth it or not) already is in point 1 of the suggestion. Something more needs to be added to make this more interesting.

How about if you could triangulate the gravity well locations by doing multiple pings? You get distance and bearing from each ping and the 'computer' resolves them into specific locations when you have enough data. That way you could be locating body 2 whilst you're flying to body 1. That (for me) would be way more fun than the FSS and more immersive than the ADS - 'actual exploration by flying around'. Add probe launching and gravity well slingshots for the probes and I'd definitely play it.

However, it still doesn't help the Green Gas Giant hunters :(
 
How about if you could triangulate the gravity well locations by doing multiple pings? You get distance and bearing from each ping and the 'computer' resolves them into specific locations when you have enough data.

I was thinking about that. But at least in my eyes that boils down to: honk three times while flying and you have spotted everything. Which in my eyes would turn it onto "ADS but more tedious" and not much more.

However, it still doesn't help the Green Gas Giant hunters :(

Hmm. This is a VERY specific use case, you have to admit. And even then, what i wrote in a way does that. The display of gravity wells might also indicate the size of the objects. I mean, we need a few more things to learn and get expert in, anyways.

So you'd soon know which gravity well signatures have a chance to be what you're looking for. Then you fire the probes there and check the results. Not sure it you'd consider this good enough, but it could be a compromise between the all too dull honk and your specific goals.
 
I was thinking about that. But at least in my eyes that boils down to: honk three times while flying and you have spotted everything. Which in my eyes would turn it onto "ADS but more tedious" and not much more.



Hmm. This is a VERY specific use case, you have to admit. And even then, what i wrote in a way does that. The display of gravity wells might also indicate the size of the objects. I mean, we need a few more things to learn and get expert in, anyways.

So you'd soon know which gravity well signatures have a chance to be what you're looking for. Then you fire the probes there and check the results. Not sure it you'd consider this good enough, but it could be a compromise between the all too dull honk and your specific goals.

I should have been clearer.The triangulation should make mathematical sense - no triangulating bodies 500,000Ls apart by honking 3 times within 10Ls. You'd need to have meaningful angular separation from the honks to get an actual distance measure.

I'm not personally a GGG hunter, but their gameplay is just as valid as mine, so an exploration solution needs to take them into account - which is why I don't believe there's a one-size-fits-all solution. Instead, there should be a range of modules that allow people to tailor their loadout to their preferred exploration style. You know, like there is for EVERY OTHER playstyle and trade in the game.
 
I should have been clearer.The triangulation should make mathematical sense - no triangulating bodies 500,000Ls apart by honking 3 times within 10Ls. You'd need to have meaningful angular separation from the honks to get an actual distance measure.

Hmm. Might work, but it'll be compliated to hit the sweet spot, where it's useful while not cheapening the rest. Requres some more pondering.

And on the second part of what you wrote: yes, more options make sense. But coming up with something which makes sense without breaking something else really seems a bit difficult here.
 
And on the second part of what you wrote: yes, more options make sense. But coming up with something which makes sense without breaking something else really seems a bit difficult here.

I'm not too bothered about 'breaking' something. As long as all the modules are optional, I don't see any reason why they need to be compatible. Let someone who wants to use a module that instantly populates the System Map use it, whilst allowing someone who wants to manually populate it to use a different module to do so. The only thing that needs 'balancing' is the rewards - that is, no 'I win' module that gives tags and credits without the player having to do anything.
 
I guess that's why we'll continue colliding. I do bother about that and prefer to find solutions which don't do damage.

If you can find one, that doesn't disenfranchise any explorers, then I'll support it :)
My priorities are simply slightly different to yours, since right now I'm not able to enjoy exploration.
 
I would simply not have implemented the FSS if it was for me to decide. Elite suffers from featuritis and lacks content. Wide or deep, same old, same old. The Gnosis was an amazing opportunity for the game master to push it's story, but he proved he has none and cant improvize.

I think the Beyond update was botched with good and bad stuff, but it was not a zero sum. It was mostly a loss. Mainly because loss of performance, BGS reset and the clear demonstration of poor server stability under load. As usual with FDev, there are brilliant features amongst all the junk. Nightvision was fine. Deep core mining was fine (despite the void opal fan service making it another spectrum scan based chore). Last update QOL for new players are OK. A bit late, still dont address the patchwork mess IMO. New market menu is fine I guess.

As of now Elite is a roguelike, with limited player driven content where your BGS unlocks can be wiped or bugged from one maintenance patch to the other, and in development hell until an announced 2020 content update.

Be excited.
 
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