I've been thinking for a while now about some game play enhancements for exploration. I know some (most) of them are highly unlikely to be implemented, but I think the cumulative effect of these changes would be to make exploration a much more engaging experience. I submit to you the following ideas for your consideration. Please discuss.
PS: I know the first two are not strictly related to exploration game play, but the issues they address have been bugging me for some time now.
Stacking Sensors/Controllers
We have these nice big ships with large internal bays, and yet we fill said bays with tiny little modules. We should be able to have engineers modify our modules such that smaller modules can be combined into larger modules. For example, two Size 1 sensors (e.g. Advanced D-Scanner + Detailed Surface Scanner) can be combined into one Size 2 module.
Positioning of Nav-Beacons
Nav-beacons do not have to be placed in close proximity to the primary star. They can be placed (and possibly moved) to other locations within a system - like say near the dominant star port in the system. For systems with multiple stars sufficiently far apart, there might even be multiple beacons. However, to avoid conflicts/confusion, beacons must be at least XXX ls apart (where XXX is some appropriately large number). Ships will arrive in close proximity to whichever Nav-Beacon was targeted by the on board nav-computer.
Interstellar Navigation in Uncharted Territory
It should only be possible to jump precisely into a system if that system has a functioning Nav-beacon. When traveling in uncharted space, the pilot should have to make some educated guesses for the FSD settings (power levels, duration, etc.) If these settings are done right, the pilot should be able to arrive to within several thousand light seconds of the intended star system. If the settings are done poorly, then the pilot will likely find himself in the inky blackness of interstellar space. Think of it as a mini-game that explorers get to play on each and every jump. As their skill increases, they should be able to plot a jump to an uncharted star system with increasing accuracy.
OPTIONAL: A nav-computer module that can offer helpful suggestions for the FSD settings, with some reasonably high probability of getting you to within let's say, 100,000 ls of your destination.
Deployable Nav-Beacons
Upon arriving at an uncharted star system, an intrepid explorer should be able to deploy a nav-beacon for that system. Not only does this beacon allow for subsequent FSD navigation (see previous item), this beacon will then become the temporary repository of all exploration data obtained on the system (within XXX ls). Any explorer may scan the beacon and receive all previous data collected on the system. All 'first discoveries' made in the system would have the appropriate CMDR's name attached. It should be possible to synthesize new beacons from locally available/scoopable materials. It should also take up 1 unit of cargo space until it is deployed.
OPTIONAL: If beacons can be located at locations other than the primary star, perhaps a beacon can be scooped and redeployed within a system. However, having a scooped beacon on board will prevent the use of the FSD until it is redeployed. In other words, a poorly placed beacon might be moved, but it should not be possible to remove it from a system entirely.
Deployable Planetary Probes
To preserve the existing game play mechanic of point and scan, I suggest introducing the planetary probe. A planetary probe is similar to the deployable nav-beacon concept except that it is placed into orbit around a planetary body. Any planet with such a probe deployed should permit the acquisition of detailed surface data by simply scanning the probe. Planets without such probes will need to be scanned in a more thorough manner using on board sensors. As with the nav-beacons, these probes/satellites should also be possible to synthesize them from locally sourced material.
Surface Material Distribution Map
With existing 20th century technology, we can tell a tremendous amount about the distribution of materials across the surface of planetary bodies in our own solar system. In the year 3303 it should be possible to generate planetary maps showing the distribution of different material types. This can be as general as basic categories (metals, organics, volatiles, etc.) or very specific (arsenic, phosphorus, sulfur, etc.). There should be filters on this map so we can see as much or as little as we need. This would be a tremendous assistance to explorers that need to locate a specific material type. Setting down in a region with relatively higher concentrations of a material should increase the probability of that material being spawned from outcrops, chondrites, etc.
Immediate Data Rewards
With the introduction of the deployable beacons described above, it stands to reason that as soon as the beacons are in place, they should begin relaying their findings back to Universal Cartographics with immediate or fairly quick payout for the acquired data. Any scans made in systems without a beacon will not be relayed until a beacon is deployed or the ship returns to a system with an active beacon.
High-Value Physical Sample Rewards
It should be possible to obtain samples from geological/biologically interesting sites. These samples will take up space along side of the other scooped materials or perhaps in an optional sample rack module. These samples should yield a significant cash reward if they can be returned to a station.
PS: I know the first two are not strictly related to exploration game play, but the issues they address have been bugging me for some time now.
Stacking Sensors/Controllers
We have these nice big ships with large internal bays, and yet we fill said bays with tiny little modules. We should be able to have engineers modify our modules such that smaller modules can be combined into larger modules. For example, two Size 1 sensors (e.g. Advanced D-Scanner + Detailed Surface Scanner) can be combined into one Size 2 module.
Positioning of Nav-Beacons
Nav-beacons do not have to be placed in close proximity to the primary star. They can be placed (and possibly moved) to other locations within a system - like say near the dominant star port in the system. For systems with multiple stars sufficiently far apart, there might even be multiple beacons. However, to avoid conflicts/confusion, beacons must be at least XXX ls apart (where XXX is some appropriately large number). Ships will arrive in close proximity to whichever Nav-Beacon was targeted by the on board nav-computer.
Interstellar Navigation in Uncharted Territory
It should only be possible to jump precisely into a system if that system has a functioning Nav-beacon. When traveling in uncharted space, the pilot should have to make some educated guesses for the FSD settings (power levels, duration, etc.) If these settings are done right, the pilot should be able to arrive to within several thousand light seconds of the intended star system. If the settings are done poorly, then the pilot will likely find himself in the inky blackness of interstellar space. Think of it as a mini-game that explorers get to play on each and every jump. As their skill increases, they should be able to plot a jump to an uncharted star system with increasing accuracy.
OPTIONAL: A nav-computer module that can offer helpful suggestions for the FSD settings, with some reasonably high probability of getting you to within let's say, 100,000 ls of your destination.
Deployable Nav-Beacons
Upon arriving at an uncharted star system, an intrepid explorer should be able to deploy a nav-beacon for that system. Not only does this beacon allow for subsequent FSD navigation (see previous item), this beacon will then become the temporary repository of all exploration data obtained on the system (within XXX ls). Any explorer may scan the beacon and receive all previous data collected on the system. All 'first discoveries' made in the system would have the appropriate CMDR's name attached. It should be possible to synthesize new beacons from locally available/scoopable materials. It should also take up 1 unit of cargo space until it is deployed.
OPTIONAL: If beacons can be located at locations other than the primary star, perhaps a beacon can be scooped and redeployed within a system. However, having a scooped beacon on board will prevent the use of the FSD until it is redeployed. In other words, a poorly placed beacon might be moved, but it should not be possible to remove it from a system entirely.
Deployable Planetary Probes
To preserve the existing game play mechanic of point and scan, I suggest introducing the planetary probe. A planetary probe is similar to the deployable nav-beacon concept except that it is placed into orbit around a planetary body. Any planet with such a probe deployed should permit the acquisition of detailed surface data by simply scanning the probe. Planets without such probes will need to be scanned in a more thorough manner using on board sensors. As with the nav-beacons, these probes/satellites should also be possible to synthesize them from locally sourced material.
Surface Material Distribution Map
With existing 20th century technology, we can tell a tremendous amount about the distribution of materials across the surface of planetary bodies in our own solar system. In the year 3303 it should be possible to generate planetary maps showing the distribution of different material types. This can be as general as basic categories (metals, organics, volatiles, etc.) or very specific (arsenic, phosphorus, sulfur, etc.). There should be filters on this map so we can see as much or as little as we need. This would be a tremendous assistance to explorers that need to locate a specific material type. Setting down in a region with relatively higher concentrations of a material should increase the probability of that material being spawned from outcrops, chondrites, etc.
Immediate Data Rewards
With the introduction of the deployable beacons described above, it stands to reason that as soon as the beacons are in place, they should begin relaying their findings back to Universal Cartographics with immediate or fairly quick payout for the acquired data. Any scans made in systems without a beacon will not be relayed until a beacon is deployed or the ship returns to a system with an active beacon.
High-Value Physical Sample Rewards
It should be possible to obtain samples from geological/biologically interesting sites. These samples will take up space along side of the other scooped materials or perhaps in an optional sample rack module. These samples should yield a significant cash reward if they can be returned to a station.