Look at me! I have a dumb idea for explorers, planmap and multi-crew!

So I see two problems that can be solved with one solution. The problems are:

1) Multiplayer is cool, for explorers as well. I've been on exploration trips with mates, and driving aroud on planets, and now using fighters is cool. Flying around in SC makes things go faster, and multi-crew will break that up. A wing of erxploration ships can clear a system 4x faster, a multi-crew explo conda wont.
2) Planmaps are only given when scanning the planet, which for all landable planets is rather short-range. Many dont like it.

So here is what I propose: have 2.3 add a new module called 'Fantastic Super Scan Module'. A better name may be thought of later. ;) This module would have class and ratings.

1) Class determines number of additional sensors. C5=1, one more for every class.
2) Rating determines scan range. E=normal range. It doubles for every next rating, to a maximum of 16x for A-rated.
3) As a small balance pass: scan duration for normal scanners may be slightly increased, with scan range of additional sensors slightly decreasing with higher rated modules.

These modules are turreted, like the turret on the SRV. You can aim independently of ships direction. The advantages:

1) Multi-crew explorers can now 'clear' systems much more efficiently. For widely spread systems multiple ships in a wing would still be better, but milti-crew explorers wont be as obviously handicapped.
2) Individual cmdrs who dont like having to fly so close to get planmaps and such can install a 5A Fantastic Super Scan Module, allowing them to scan systems faster and determine interesting places faster. A downside is the new module will have mass and energy requirements, increasing heat and decreasing range a bit.

So, any thoughts?
 
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Planmaps are only given when scanning the planet, which for all landable planets is rather short-range. Many dont like it..

It's called exploring for a reason.

These modules are turreted, like the turret on the SRV. You can aim independently of ships direction.

Scanners are internal modules and therefore don't have turrets, gimbals, or 'just do it for me' buttons.

Multi-crew explorers can now 'clear' systems much more efficiently.

I think you've misunderstood the concept of exploring, and perhaps also the concept of 'interesting places'. To explore somethings is to visit it and understand it. To pause for a moment in wonder, and then to go see if there's anything just around the cosmic corner.

It's not about cutting down as many trees as you can in ten minutes. The galaxy is huge. Even now less than 1% has been explored in ED. I applaud your visionary approach, but hope nothing like that comes to pass.
 
It's called exploring for a reason.



Scanners are internal modules and therefore don't have turrets, gimbals, or 'just do it for me' buttons.



I think you've misunderstood the concept of exploring, and perhaps also the concept of 'interesting places'. To explore somethings is to visit it and understand it. To pause for a moment in wonder, and then to go see if there's anything just around the cosmic corner.

It's not about cutting down as many trees as you can in ten minutes. The galaxy is huge. Even now less than 1% has been explored in ED. I applaud your visionary approach, but hope nothing like that comes to pass.

I think you've got the wrong idea here. I am fine with how the scanner works. Many others are not. I am trying to find a solution so they have fun too. A solution that doesnt include "if you disagree too bad", which is what you're offering. Lets try to make this a constructive topic. :)
 
Not bad, add a cool zoomable telescope UI and allow the turret to select and identify stars in the local night sky grid and I think you may have just solved the issue of multiplayer Exploration :)
 
I've wanted "telescopes" that would fit onto weapon hardpoints, act like turreted sensors that would have much, much longer range than the generic discovery scanner/surface scanning.

Like an 8 ton turreted telescope that would go in an Diamondback Explorer's large hardpoint and would have 16x the range/speed for surface scanning as the size 1 discovery scanner. With the large hardpoint's line of sight for turreted weapons.

Or an asp explorer with 4 small fixed telescopes and 2 medium fixed telescopes, for scanning a target that's directly ahead much more quickly.
 
This is what I cannot abide in videogaming approaches, the Munchkinism obsession with speedruns, powerlevelling, amassing the best 'gear' in as little time as possible. If folk are going to do that, may as well play a spreadsheet - or 'Football Manager' I gather it's called.

Putting ED's necessary suspension of disbelief aside for a moment with FTL drives et al, ED is in some respects a Curate's Egg: Many videogames do not have significant consequences for failure or moral choices, ED attempts to replicate that. In the ED world the character you adopt doesn't have superpowers or magic to do shortcuts to make a living, they have to work, shop, commute, and negotiate deals with fellow traders and deal with rivals, office politics, cliques and (as far as FD can simulate) crime like muggings and highway robbery. Is ED too 'real life'/everyday chores for some?

haha clearly have no idea how football manager works. definitely not an instant gratification game.
You probably meant Fifa ;)

But on topic i'd prefer Elite to focus on keeping things in scope as they have been, and building content around the systems in place.
 
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