Making Exploration Challenging and rewarding

Whilst browsing Pintrest I saw this amazing image and thought I would love to see stars rendered this way (ie. blacks and yellows and alot more going on)...
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But this also got me thinking that the real drive should not be more beautiful things to look at, but more challenge and danger whilst exploring.

So with Stars being rendered like the above, these coronal ejections should be things to really avoid. Gameplay would be whilst in fuel scoop mode HUD updates with an overlay showing "heat map" (pardon the pun) showing areas where these explosions might occur, CMDRs have to avoid these or get roasted, or can dive through these if suitably protected (heat sinks whilst scooping a must).

So we added more danger, but this danger should not be just a time sink, this new fuel scooping challenge will have CMDRs potentially taking minutes to navigate a stars corona to refuel their ship, when before it was literally seconds before they parped and went on their merry way. There should also be a reward. If you can skirt a coronal ejection then your fuel scoop will operate at maximum efficiency, additionally the fuel gathered infers a minor buff to fuel used for next jump, not jumponium where jump is increased by 25%, but efficiency where the fuel used for next jump is reduced by 25%.

So CMDRs get a thrilling challenge at every star they scoop, keeps them awake and entertained whilst they play their game, plus confers a buff for completing the challenge.

Seasoned explorers become skilled at riding a star and watching for the HUD tell tale signs of a upcoming eruption that could seriously damage their ship. Getting to a destination is still a journey but now becomes a continuous challenge and a saga of daring do.

Coupled with this, area couple of methods that the CMDR can improve their survivability.

1. Sensor package - the most maligned and underused system on a ship, A grade provides excellent details and accuracy, E grade provides scant data and is more subject to spurious false positives. So explorers have a conundrum of jump range vs survivability of fuel scooping, which is also mitigated by a recovery in efficiency on fuel used in the jumps.

2. Heat sinks - a PvP/SCB must have and sometimes a useful item for the more well prepared deep space explorer. My proposal is possibly an alternative Heat sink option geared towards star scooping with a synthesis option. This would be a scoop gun, its fills a weapon slot on a ship and fires heat sink ammo, which is a bit like a Multi cannon, as in when in use it spits out little mini heat sinks that keep a ship at a lower temperature if it is caught in a coronal ejection. Better the grade the longer it fires between reloads, as a reload in such a coronal explosion would fry your ship. This ammo shoots out at 90 degrees to ship and is not a target-able weapon It also doesn't mask your heat signature as you have a long line of molten heat sink ammo spewing in a line away from your ship (so not useful in combat or smuggling where the existing combat heat sinks can be used). This ammo is synthesisable, but it is made from common materials, as this is probably going to be used frequently until the CMDR gets skilled at scooping.

Now to vary things up, maybe the type of star you scoop from also correlates with its unpredictability in such challenges - that is in the realm of science or science fiction, so maybe least to most violent is OBAFGKM which reinforces learning that phrase, but also gives reason to filter star map and journey on OBA stars only for the quiet life or GKM for ongoing improvements in range between refuels.

Finally, i think this may need to be brought in when they finally release Gas giant scooping, so players have an additional choice in where they can refuel out in the black.

Thanks for your time!
 
The most challenging from exploration is the boredom after the first week at the moment :/ But i need to say, when doing a long trip i would never risk loosing 5 or 6 weeks of work for finding anything of intrest. Challenge in form of risk to loose the ship would something i'll never consider to do. Challenge in form of places hard to find or reach would be okay, but every little risk of loosing all what you got is too much for exploration. Most of the people even avoid to land on planets with more than 3g gravity so adding solar flares that can fry ylu would make people staying at home :D
 
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Sure, make it challenging, but allow me to sell the data after each such challenge.

I see no point in making exploration frustrating, and that is exactly what losing months of progress dozens of Ly from the Bubble to the suggested "challenge" sounds like to me.
 
I can see your point, but my view is that exploration is more a demonstration of someone's determination to look at a hyperjump loading screen for 8+hours over a number of play sessions to then say I got to there. Or more likely watch Netflix whilst the computer goes through the motions. And basically on exit of each jump, point to a destination just above the exclusion circle shown on the screen and then honk and jump?

The option for low risk routes ie. very quiet stars that even E Grade sensors would predict if a flare would erupt would be there in the form of having the scoopable stars vary in their turbulence being based on the category they are, so plotting a route using OBA graded stars means that flares are few and far between and easily avoidable, but players that want to get to their destinations with less refuelling being required can do so if they use more of the GKM class stars.

There are still benefits in having a high jump range exploration ship, but they still need to refuel, with a larger range they can pick what stars they want to refuel from.

Risk of loss of data may mean that a returning explorer will plot a 'safer route' using the quieter stars, but the risk reward is there for those that want to try it. Maybe those more dangerous system should have a higher payout as they give a boost to travellers?

The current risks for explorers are jumping into the middle of a binary/trinary system and getting fried, or pilot error meaning on exit they forgot to slow down and dive into the sun or misaligned the fuel scoop run. Not saying it doesn't happen but it's few and far between.
 
Still, you suggest that the lowest paying and most time consuming career path becomes either totally boring and even less paying, or one risks losing months of progress to some random flare or whatnot.

Hell, no!

Don't make my favourite career a choice between boredom and frustration. With all due respect to you as a person, I consider your suggestion to be total nonsense.
 
LOL - No, my intention was to get explorers to have something to do that isn't repetitive and boring.

I wouldn't nerf payouts at all, but for those stars that carry a greater amount of danger to use those would receive a buff, again risk/reward.

Currently Neutron Stars carry a risk reward, that can be detrimental to explorers, and they have a choice to boost or not and suffer consequences.

If you jump into a more dangerous star the choice to scoop or not is then down to CMDR, they will still reap benefits of scanning/discovering these potentially more deadly stars, but again they have a choice to not scoop at that star as it is very active, or they can as their sensors are good enough to show them safe areas to scoop.

It was more trying to provide variety and spice to travel with options of reward coupled with consequences for risk taking.

Thanks for your polite feedback! :)
 
In general I don't have an issue with making exploration more dangerous, but:

0. Turning scooping into a minutes-long mini-game is a non-starter. That would kill exploration for 99% of people (not me, but I'm a masochist..) as getting anywhere would just take too long.

1. The younger/hotter stars are MORE likely to be dangerous compared to the cooler/older ones (ie, OBA(F?)) vs GKM..

2. No instant-kill (unless the pilot is being very stupid). Yes to damage, no to huge damage.

3. Requires us to be able to synth heatsinks(*) (not sure we need your "heatsink gun" proposal)

4. Requires us to be able to repair ALL ship components (**)

5. (Optional)Mechanism to retrieve our scan-data after death (***)

(*)Happy for synth to take time so it can't be used in a combat situation. Should be the case anyway for all synth, including weapon ammo. Silly to be able to restock during a fight.

(**)Also happy for Hull/Canopy/Power-Plant repair to require SRV/SLF/Legs, or just take a very long time.

(***)There have been some excellent suggestions made elsewhere and more details, but basically, on death, create a SignalSource in which can be found a data canister containing the explorer's data cache. Perhaps it needs to expire within X time to avoid overloading the servers. Anybody can scoop this (giving rise to a valid game mechanic for pirates to target explorers), but only the original explorer gets the full rewards. If someone else submits the exploration cache, they get a percentage of the monetary reward, the original explorer gets any First-Discovered, and the remainder of the money.
 
The data cache expiry timer would have to last for at least several months. Otherwise, nobody would risk anything like that. I am not sure how far from the Bubble have you explored, but for us with real lives, 10k Ly can be worth 2-3 months of real time. What incentive would there be for me to risk all the data and then helplessly watch the timer expire? Would I gain several million Credits for each such risk taken successfully? And would I still be motivated to lose everything?

No, this still does not make exploration more interesting. Why do so many people mistake fun and challenge for frustration?
 
The data cache expiry timer would have to last for at least several months. Otherwise, nobody would risk anything like that. I am not sure how far from the Bubble have you explored, but for us with real lives, 10k Ly can be worth 2-3 months of real time.

I'm currently on the return journey from DWE3302 - ie, Beagle Point. I left the Bubble over a year ago and expect to get to Colonia within the next few months (still have 17kLY to go).

And yes, I agree it would need to be a couple of months. It can also add a new game mechanic - Data Rats. You send them the system containing the data cache, they fetch it for you. Yes, you lose some credits (but who cares, you get credits everywhere), but importantly, your scans and tags would get rescued.
 
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