In the latest stream, Bruce confirmed no current development is happening for exobiology and asked us for suggestions for content

Status
Thread Closed: Not open for further replies.
Here are my Exo-improvement suggestions:
  • Reduce the radius from 500m to 50 or 100m.
  • Let us have a sample scanner with multiple canisters (able to sample 3 or 5 plants at the same time, instead of 1), or multiple scanners
  • Let us scan for vegetation from the SRV
  • Forests of large plants vs little patches on the ground. I'm talking ACTUAL forests, where you have to chase an opening to land.
  • improve payout

And some personal gripe:
The Completed Sample animation is the same as the Purge animation.
 
Sadly such a CG will never happen, as it would be Odyssey only. Horizons players would be excluded. So Odyssey exclusive content will never enter CGs as long as Horizons is being kept alive, which will probably for the foreseeable future, as long as the consoles still have active players.
The first Horizons-required CG took place about two weeks after the initial release of Horizons, so I wouldn't assume there'll never be an Odyssey-required CG.

I wouldn't expect Odyssey-exclusive story content until everyone who wants to has the opportunity to buy Odyssey - so, after the console transfer process is running - but once that's there I'd expect there to start being exclusives now and then to encourage people to buy Odyssey, just as there were for Horizons.
 
Sadly such a CG will never happen, as it would be Odyssey only. Horizons players would be excluded. So Odyssey exclusive content will never enter CGs as long as Horizons is being kept alive, which will probably for the foreseeable future, as long as the consoles still have active players.
There are plants in Horizons too, but while it might be possible to make a CG based on codex discoveries it wouldn't be a very fun one even if the exobiology in horizons is better:
  • It's easier to find them based on bio site markers.
  • The scan time is probably shorter with the same engaging "gameplay" of holding down a button
  • Doesn't require multiple scans per plant.
  • Doesn't require leaving the ship unless you want to or the terrain/gravity is too scary for your big ship.
  • Plants actually provide resource gathering gameplay that ties them to other game mechanics,
  • Plants probably show up from further away instead of being culled and popping in odyssey with my settings.
 
Sadly such a CG will never happen, as it would be Odyssey only. Horizons players would be excluded. So Odyssey exclusive content will never enter CGs as long as Horizons is being kept alive, which will probably for the foreseeable future, as long as the consoles still have active players.
You seem really convinced of this, but I just don't understand why. There were Horizons exclusive content in CGs back when Horizons was separate from the base game, so why would it be any different now with Odyssey?

The real complaint should be that there have never been any "true" exploration CGs, as the CG mechanics don't allow for it. For example, being rewarded for finding ELWs exclusively. Unless I missed something along the way... I feel like all (a small handful) exploration CGs revolved around credits earned from SC rather than the actual type of planets found, let alone anything more interesting like finding Brain Trees.
 
You seem really convinced of this, but I just don't understand why. There were Horizons exclusive content in CGs back when Horizons was separate from the base game, so why would it be any different now with Odyssey?
The difference is that everyone could upgrade from the base game to Horizons, no matter if on PC or Console. For Odyssey it's either move to PC or stay on console with Horizons forever and no possible upgrade. And even if Odyssey gets rolled into the base game in a few years like Horizons was, that'll still not change a thing for the players remaining on consoles.
 
The difference is that everyone could upgrade from the base game to Horizons, no matter if on PC or Console. For Odyssey it's either move to PC or stay on console with Horizons forever and no possible upgrade. And even if Odyssey gets rolled into the base game in a few years like Horizons was, that'll still not change a thing for the players remaining on consoles.
But the reason Frontier says they abandoned consoles was so they could focus on the story on PC, which to me implies future story-driven community goals along with Odyssey-specific content.
 
The real complaint should be that there have never been any "true" exploration CGs, as the CG mechanics don't allow for it. For example, being rewarded for finding ELWs exclusively.
The most recent exploration CGs have worked exactly like that.

Dec 2020: only Ammonia Worlds count

Sep 2021: only ELWs count
 
Kinda sad to hear that they weren't even thinking about improving the bare-bone (which is a generous term considering the actual state of exploration in EDO) exploration gameplay.

They really should stop focussing on adding combat missions and improve exploration and scavenging (which is really nice but lack of diversity / complexity / challenge).
 
1. SRV plant scanner. (HUD turns green).
2. set the Dyson scanner to scan three species at a time.
... thank you you been a great audience.

Flimley
 
The most recent exploration CGs have worked exactly like that.

Dec 2020: only Ammonia Worlds count

Sep 2021: only ELWs count
The problem with those CG were that it wasn't new stuff most of it was done with R2R . Most didn't even bother to leave the bubble so it wasn't "exploration" CG . It was a weak attempt from fdev who haven't in my opinion understood those who explore . Even on the stream showing the new plant scanner after 10 mins they were bored and couldn't get it to work so the cry went out , " let's go shoot something ".
 
The problem with those CG were that it wasn't new stuff most of it was done with R2R . Most didn't even bother to leave the bubble so it wasn't "exploration" CG
True - though no worse in that respect than the early exploration CGs where optimal strategy was to set economic route back and forth through the bubble not even bothering to honk because the passive scan of the star would be sufficient (and then you could sell the system a second time to the CG by honking, then a third time by detail-scanning the star).

Requiring first discovery for the CG would be more interesting but would probably require something rather easier to find than ELWs.
 
Having a mini-game in itself isn't really a problem as long as it's linked to the action. This is not the case for the current (and alpha) version. The mini-game should be focused on the plant, its shape, its texture,... As i already explained in another thread, iI think a sample would be more appropriate than a simple scan. An example of a loop could be :
  1. scan the plant to analyse the density (some plants can be scan-proof depending on the environment)
  2. use the density information to help find a good place to take a sample (with, for example, a colour scheme or beeps where you point the sensor to locate a good spot)
  3. a mini-game to calibrate the pressure needed to take the sample (too low, you don't get enough material, too high, the material is partially destroyed).
The difficulty of finding a good point would be more or less difficult to obtain depending on the species and its state of development. The difficulty of calibrating the pressure could itself be partly determined by the chosen sampling point.

But the environment could also be analysed/sampled: soil, atmosphere, subsurface scanning (root network, interconnection between plants),... requiring more tools/devices to be used, sometime from the ship (maybe like the subsurface scanner). Just like in the shooter game, where we have many tools to bring death to settlements, we should have even more tools to enlight the galaxy with knowledge.
As a complement, and to give inspiration, there is this online game made by the french CEA where some puzzles are directly inspired by real devices used by scientists to analyse the environment, objects, materials,... or to do destructive/non-destructive analysis or sampling,... which might be relevant to see in ED.

Then, different analyses could be performed to obtain more information about the plant. From this point on, we can imagine different axes of analysis:
  • molecular : to identify the potential for medical use, weaponry, medicines, genetic manipulation,... (as an objective for missions in the settlements, for example)
  • food : edibility part, nutritional quality, taste, optimal preparation/packaging for long-term use... for feeding during exploration
  • Biological : genetics, life cycle, symbiosis, nutrients, rejected elements, etc... understanding how the plant work.
  • terraforming : recreate the environment/biome in tiny greenhouses and try to make plants from different planets/environments work together to initiate a terraforming process,...
Depending on the information already known, it might also be possible to define a number of filters on the ship's biosignal detector to refine the search for a specific species.

Regarding the appearance of the plants, actualy, the main oddity for me is that they are indestructible. It would be also awesome if some could be soft like grass or gelly, translucent with something moving inside (like blood flow). Some rare species may also be sensitive to light or temperature or having a substance oozing from its surface. I don't think that too complexe interraction would be pertinent on such thin atmosphere. Bur there may be already symbiotique relation too understand.

That's just some few exemple of possibilities.


5) tie exobiology more firmly into the central game by adding plant scanning missions which require you to go and scan particular plant varieties
offer exobiology-related missions (long ranged missions could go quite nicely here: "go to this distant system and get us samples from there")
Yep, there also ways to make them relevent depending of the settlement type (that may be cooking related for resorts (like a VIP tourist), medical for labs, genetics/terraformation experimentation for agriculture, bio-weapons/drugs for militaries,...).


3) add rarer variety's of existing plants that can only be found in extreme environments (e.g. on high g worlds or on top of mountains)
Definitely. But I thought that was the point of the new planetary technology and biome-oriented planet : to have biome-specific content.


- but also add plants which only occur inside dense clusters of other hard-to-pass plants (tubus, bigger fonticula, osseus, maybe some new ones, etc.) so that sometimes you have to get out and pick your way through them on foot.
Fix the distribution of bios so that if you fly 10 kLY from Sol you find stuff you can't find in the Bubble
Now if Frontier were working on a more complex Geology and Geography of planets I'd personally prefer that, to my way of thinking what could follow then would be a more believable, complex and varied flora and fauna. :)
  • Add more than just organic life. Planetary phenomena and anomalies would be amazing in addition just "simple" organic life
  • Use RUMOURS (!) to hint at new locations and new types of stuff to find.
The QTE minigame wasn't a good fit and disabling it was the right decision at the time given that it was mere days before launch. It would be nice to have something in its stead though. Back during alpha I made a suggestion based on shotgun sequencing. IRL this is done automatically of course, but there is a puzzle game to be found in there.
May Lord Braben hear you.
 
Last edited:
Here are my Exo-improvement suggestions:
  • Reduce the radius from 500m to 50 or 100m.
The radius is currently variable depending on type I think and goes from 150 to 800, reduce it too much and it will be smaller than the ship you landed in.
  • Let us have a sample scanner with multiple canisters (able to sample 3 or 5 plants at the same time, instead of 1), or multiple scanners
Yes an upgrade to interchangeable canisters would be an obvious and welcome improvement.
  • Let us scan for vegetation from the SRV
Yes I like the idea earlier in the thread to add this to the Scarab.
  • Forests of large plants vs little patches on the ground. I'm talking ACTUAL forests, where you have to chase an opening to land.
Forests to me go better with a much less desert like environment than the ones we can access now.
  • improve payout
Nice for new starters but what would most of us do with the credits?
And some personal gripe:
The Completed Sample animation is the same as the Purge animation.
Yes that should be different but can be left until after they have given us the interchangeable canisters no point duplicating effort.
 
I haven't read the entire thread so someone might have pointed this out already, and i know many people have mentioned the 1 plant at a time limit of the sampler but...

Why does the bio tool even have a canister at all? The sample we take is a scan, not physical specimen. We take it without actually having to touch the plant at all.

So if the sampler is a scanner and we're actually recording data and not taking a specimen, it's capacity should be much higher.

its the logical inconsistencies that bug me.
 
If anyone missed it, Bruce was asked in the latest live stream on Wednesday 31st May whether there was any current exobiology development going on.
The answer was no and he also asked us if we had any content ideas.

Apart from being quite shocked that Frontier has not got any ideas themselves and is not currently working on a feature they know we love and are currently unhappy with (the scanning mini-game was rejected in its entirety by the community), maybe it's time we clarified what we want with exobiology so we can improve this much-desired and loved feature.

Thanks for the heads up. I rarely get an opportunity to watch one of Frontier's live streams in real time, so it usually takes me until Sunday to catch up... if I do at all. I generally liked your ideas, but this one I have reservations about:

- Dangerous plants. Plants that actually want to attack you. Plants that fire poison darts. Plants with teeth that swing and take a bite at you. Plants that emit weird gases. Plants that react to you coming close to them and shrivel up into a protective ball. Plants that are absolutely GIGANTIC like a redwood tree on earth.

I already think that Elite's "void ecology" stretches the bounds of credulity as it is. Most of what you're describing belongs to a space fantasy setting, as opposed to a harder sci-fi setting like Elite. But that kind of thing is entirely personal preference, and I can't deny that ED has been slowly edging away from its roots for quite some time now.
 
Last edited:
I like your ideas. One of the biggest gripes for me is that you have to walk/drive huge distances to get the three samples and that there is nothing else you can do in between those travel-times. For one yes, having multiple sampling containers for different species would be a start, but I would also expand the whole thing further and add more things to scan / survey.

Oddly enough, once I got my hands on an Artemis Suit and looked to gather samples, my first response to this conundrum was to check my SRV's WAVE scanner for the nearest metallic meteorite, and traveled to that to get the required distance. I've always considered that a fun activity, and it's nice to have a purpose beyond pretending to gather surface samples to that activity again.

That being said, my default reaction to the current sample limitations is the desire for a dedicated planetary science SRV. Of course, I've been wanting one for years, but this is the perfect opportunity to ask for one again. I really want more variety in exploration outfitting than what we have today, which is so limited you can fit everything into a Hauler and still have more than enough room for optional extras!

I would like to be able to take geological samples from stones and the soil in addition to the plants. You would get points for your rank, credits and every rock you blast for engineering raw materials on this planet now yields 4 instead of 3 materials per chunk. Local ground data could also enhance the plant data and result in more credits per specimen.

Very much this. Back during the Horizons Beta, I really liked the fact that we had to land on a world to discover its mineral composition. I was extremely surprised to discover that I was in the minority, especially among explorers, though I did agree with the other complaint about how the game didn't store the results of your findings.

Needless to say, I was also surprised, and extremely disappointed, that Frontier's solution to both complaints was to move surface composition discovery from the SRV on the surface, to a level three scan that could be done without even getting close to the planet in question. My expectations from Frontier at the time was that they would solve the latter complaint by using it as an opportunity to add greater depth and additional activities by adding geological reports that could be filled out (and when completed sold to UC) by gathering samples with the SRV. To address the former complaint, I expected them to add a geological probe launcher (with limited ammo) to get the report from a distance, and another optional module to get the report while landed, as an alternative to the SRV.

Needless to say, my expectations from Frontier are much lower now than they were then. ;)

I still feel that such geological reports are conspicuously missing from exploration gameplay, and they would help deepen the exploration experience.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom