Horizons Improving POI: Lets Talk About How

The POI system is...not very good. The completely random nature of discoveries is lacking and often immersion wrecking. Nothing like finding tea - 5000LY from the bubble. At a man made base. Nonsense.

Moreover, nothing is persistent. I can find a base another person will never see. And those bases that are persistent will simply reset themselves for the next person's job. Its frankly ridiculous.

So here are some suggestions for how we fix it:

-All bases and smuggler caches are persistent. Once they are found they STAY found. Forever. As such, they reward their initial discoverer a first discovery reward.

-Down pilots and wrecked ships are persistent while they exist. Once found they stay found until:

-Someone rescues or cleans up the wreck

-A Set number of hours until they are cleaned up by the game and go away, so long as no player is within sight of them.

-Crafting Materials (aka, shooty rocks) remain RNG. They are small enough that this makes no real difference.


How do we Locate POI:

-Normal scans from space reveal all POI locations, within a 10km radius. No further information is revealed.

-Detailed Surface scans reveal:

-All POI

-Their location within 5km

-The type of persistent POI for each revealed area

Players can then choose whether to fly down and deal with the types of POI that interest them, whether they are equipped for rescue of downed pilots, salvage work or simply to explore a base or cache.

These types of POI are persistent. Again, pilots and wreckage remain until cleaned up by players, or for a set amount of hours. Bases and caches stay, period. They NEVER go away, though they may restock or reset every few hours, as if people are coming and going to and from them.

All these sites are publicly viewable. Bases and caches should never be locked away from public view; this kills opportunities for emergent game play.


Mission Changes for POI related missions:

-Pilot rescue: Always available at every non-outpost station and planetary base. Each rescued pilot found results in a reward that varies based on the pilot's faction and his or her rank.

-Salvage: Content is legal and can be sold on Commodities market, unless the commodity is prohibited in a system.

-Slaves: Slaves rescued from POI wreckage can be freed at any large station belonging to or allied with the Federation as well as numerous Independent factions. A reward is always available for this service...and so are the consequences that some factions do not want their slave trade interrupted and will be watching you...


Why do this:

The POI system is broken. You only have to look at the downed pilot situation to realize this. It is also uninteresting. Nothing compelling spawns at the RNG based POI. Tea that is never worth fighting drones over. Rocks I dont need or want. That's it.

Furthermore, the lack of persistence in the bases and caches kills opportunities for emergent game play. If I find a loot cache and dont have a cargo hold, but I DO have a combat vessel, I should be able to phone in assistance. Let them drive down in the SRV and "wake" the drones...which I will happily deal with using my combat vessel. Then, they can scoop the loot and we can work out sharing the payment....or not...amongst ourselves. Emergent. Game play. We need more of this.

Lastly, SRV game play, in and of itself, really is not very interesting. Sure you can play Tag or Base Jump. Its very telling that the two most compelling activities for which the SRV is used have absolutely NOTHING to do with developer created content. The SRV is rather boring.

Which is a good reason to stop forcing players to use it. The more you force a boring, repetitive mechanic on players the more they will come to resent you and your game. See Mass Effect and, well...planetary landings/scanning...for more on that.

By allowing players to use regular or Detailed Surface Scans to see and assess POI prior to landing, you accomplish numerous things. You tie existing systems - planetary scans - to new Horizons mechanics, making the game world more coherent. Heck, go ahead and show the POI to people who do not have Horizons...just dont allow them to land/approach the planet. You also allow players to choose which POI interest them. No more wasting minutes or hours cruising over the surface of planets at ridiculously slow speeds, hoping something interesting spawns, only to hope in our SRV and do more time wasting driving around to find out just how uninterested we are in that particular type of POI.

Players would still need to use the SRV scanner to get an EXACT lock on the POI itself. But under this system they would have a locked in radius, and potential knowledge as to the type of signal they are looking at prior to landing. Which just makes good sense.

So please...lets make the world more coherent and exciting.
 
Good ideas, I like the rescue idea. It could be a real cool mini game.

I got pretty frustrated this morning when I got my asp stuck again when I tried to board the ship and move it closer to the wreck site. I've had it happen with every ship but the Asp Explorer seems to have the biggest issue with "no drive line power". You can't deploy the SRV, you can't lift off, all you can do is log off and back on again, which means the wreckage is gone. How diffcult would it be to log a POI as it spawns and "remember" it until the cargo/missing pilots have all been rescued, If that were true I would sell the Asp an go back to my DBS which I love to fly but doesn't have a lot of cargo room. I might be able to to do a return trip which would add to the game for me anyway.

And while we are wishing, how about an IFF system for the SRV's gun turret that would either scan the drones or at least warn you that the drone you are locked onto hasn't been scanned or is clean. That way, when you've spent the last 5 minutes attempting to scan the stupid things and fire up the turret you don't get fined for shooting a WANTED drone that was playing hide and go seek while I was trying to scan 4+ drones.

Or how about adding small directional thrusters so that as you get launched sideways by a rock you could straighten out the SRV. This would make it much more fun to drive as well. Just think how much fun this ould add to the SRV base jumping.

Oh, and not to be orgotten... How about having the ship land closer that 1+ KM. I really think it is stupid that on a table top smooth surface that the ship can't find any place closer. Or how about this, the ship used to be able to fly close to the surface and pluck a container off the surface... Why can't it do that with the SRV?
And one final thing (for now). Why can't the ship spin quickly around on it's yaw axis while it is within 250 meters of the ground with no hard points deployed? That way you could take off like a helicopter' spining around to make sure the area is clear of traffic as you fly away. I have never understood the whole spinning ship lift idea as it would add a complex and heavy mechanism to ship lift. The only reason is that I can see is that dev's didn't want you to spin the ship around really quickly in combat and they invented this so you didn't have to spin the ship while landing.
 
There are so many POIs in one system if all of them were persistent servers would need big upgrade. Its good idea that we all dream about but i think its impossible to achieve. If it were possible to do we would have persistent POis.
 

Player

Banned
POIs, in the way they are today, are the most disappointing thing that Horizons brought.

Really good ideas. And if the game can not have persistent POIs, then he is on the path of failure.
 
I actually was thinking about PoI's myself just the other day, & wrote my thoughts in the suggestion area. My view is that, outside of PoI's connected to missions, the problem isn't with the fact they are randomly spawned, it is the fact that they all lack *any* kind of persistence. That's why my suggestion is that each kind of PoI type would have a differing level of persistence, from non-persistent (less than an hour) up to fully persistent. The latter kind of PoI would be sensible things like geological features, large intact shipwrecks & large uncharted settlements. Mission derived PoI's would be spawned when the mission is accepted (& shouldn't be limited to the planet you're currently on, might I add. Indeed, I hope that one mission improvement is for surface salvage & rescue missions to be located on planets beyond the one you're currently stationed on) & would last up to 72 hours before being deleted. Certain types of shipwrecks & settlements would also have a limit of 72 hours before deletion, meaning you could theoretically return to the site within that time *if* you have the co-ordinates.

I've linked to my suggestion here:

https://forums.frontier.co.uk/showthread.php?t=232570&p=3568923#post3568923
 
Just to note that there is crashed ships like crashed Anacondas that are persistent. But those have been placed by hand and there is only few of them. As there would be more Pois on one planet than there is populated systems in game data for that would be too much to handle. If there were under 10 poi per planet then it would be possible but that would mean that planets would be empty.
 
Just to note that there is crashed ships like crashed Anacondas that are persistent. But those have been placed by hand and there is only few of them. As there would be more Pois on one planet than there is populated systems in game data for that would be too much to handle. If there were under 10 poi per planet then it would be possible but that would mean that planets would be empty.

what's wrong with that outside the bubble ?

and 5 per planets would be already a lot if you could get the general position from space, then get closer using a long-range wave scanner on the ship.
 
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