Odyssey: POIs, Salvage, Search and Rescue suggestions

Scanning for surface signals, investigating planet-side POIs, looting wrecks and dealing with scavengers are my favourite game loop(s) in the Odyssey update.

Unfortunately, this aspect of the game feels quite undercooked and light on content. This is a shame, as it's one of the few areas that really brings together everything that's really strong about Odyssey all at once: exploration, combat, looting, and getting up-close-and-personal with a variety of amazing vistas.

I realise these are not (all) changes that can me made overnight, but I feel development in this area would pay huge dividends. These surface locations are one way to inject a lot of life and variety into the game, outwith just settlements.

I have a few suggestions for ways I think it could be improved. Feel free to add others.




Variety of surface POIs
This is probably the most lacking thing at the moment. Crash sites, for example, are the same three templates, with the same layout every time (ruined SRV or crashed Sidewinder / Eagle with rubble, a couple of crates and a data core in precisely the same positions every time). The deja-vu is strong, and there's very little feeling of "oh man, I wonder what I'll find", which should be a big part of the fun of dropping down from orbit into the unknown.

I would like to see every ship in the game represented at crash sites and distress beacons, at varying frequencies, and with variations of each type. Sometimes an Anaconda faceplanted into loose soil, sometimes one broken in half with containers spilling out, etc.

Horizons assets for a lot of these already exist, though I accept they would need tarted up for on-foot closeup view.

Related to this, some limited internal areas of crashed ships would be an amazing addition. I'm not asking for ship interiors, as such. Just like a few wreck versions with holes torn in the hull, leading to a few mangled, explosion-gutted corridors with panels to cut, loot to steal, and maybe a scavenger or two lying in wait. Maybe in some wrecks, the power core is melting down and you only have a certain amount of time to cut the panels, grab the loot/mission item, and get out before it goes boom.

More variety should add more unpredictability, both in the contents of surface POIs and in what can happen when you're there.



Surface POIs that make sense
Surface POIs should tell a logically consistent story.

No more wrecked Condors surrounded by cargo containers (Condors can't carry cargo).

No more Nav Beacons crashed on a far-flung moon (there's like one of these per inhabited system, what are three broken ones doing on this one undiscovered planet light years from civilisation? They could be broken-down exploration probes or something instead).





More interactivity with Escape Pods
There's so much more that could be done with these.

For example, what if we could scan them on-foot with the Profile Analyser and get information on the inhabitant?

Maybe that Escape Pod is a beefy payday containing a wanted criminal, and I can hand his cryo-sleeping carcass in to the cops for the bounty.

Or maybe it's a wealthy diplomat whose family have a substantial reward out for his safe return to X starport.




More interplay between space gameplay and surface salvage / S&R
At the moment, space gameplay and Odyssey surface stuff feel pretty discrete from one another.

What if, say, black boxes found with floating wrecks in space could be interrogated, and would sometimes spit out the locations of loot stashes?

What if NPC comms chatter sometimes gave away the location of a high value POI?

What if following the trail of a ship assassination mission sometimes led, not to a pirate lord's ship in orbit somewhere, but to the pirate lord himself holed up in a surface hideout?



 
Excellent ideas.

Something I was thinking about recently was, it would be cool if settlements had little homesteads in spurs out from the central settlement, and the settlements would give missions to go to them, close enough you could do it all without getting back in your ship. "Hey, the Settlement 10km to the north needed this power converter, mind dropping it off?" And then you get there and they're under attack by pirates, so you kill them, and it turns out they kidnapped the miner's wife, and he asks you to go rescue her. So you cruise over to the pirate's temporary base and kill the people there and rescue the wife.

And so on and so forth. Right now settlements feel very isolated, almost like space stations, when realistically they should have little camps all around them from where prospectors and miners and explorers have been poking around.
 
Excellent ideas.

Something I was thinking about recently was, it would be cool if settlements had little homesteads in spurs out from the central settlement, and the settlements would give missions to go to them, close enough you could do it all without getting back in your ship. "Hey, the Settlement 10km to the north needed this power converter, mind dropping it off?" And then you get there and they're under attack by pirates, so you kill them, and it turns out they kidnapped the miner's wife, and he asks you to go rescue her. So you cruise over to the pirate's temporary base and kill the people there and rescue the wife.

And so on and so forth. Right now settlements feel very isolated, almost like space stations, when realistically they should have little camps all around them from where prospectors and miners and explorers have been poking around.

That's a great idea. Settlements seem to have an awful lot of supporting infrastructure, for just a couple of mining rigs or a dozen polytunnels.

Would make a lot of sense for these Settlements to be supporting smaller, low-key POIs over a large area or even planet-wide.

You already get POIs of small mining rigs or anonymous, windowless buildings with data points. Would make sense if the Odyssey settlements were like the local company depot and the building/mining extractor POIs (and maybe new farm, homestead, etc. POIs) were like the scattered substations the depot is responsible for. And thus you'd get missions from one to another.

It would also tie the non-persistent surface buildings and stuff into the Odyssey world a bit, because at the minute it feels like there's assets from two different games coexisting.
 
Another thing I'd like to see in this arena is a Salvage Operation POI, where the guarding troops are legal salvage teams rather than wanted scavengers.

Picture a large crashed vessel -- a T-9, an Anaconda, maybe a section of megaship or fleet carrier -- burst wide open and scattered in pieces over an area the size of a large settlement. The wreck is legally claimed by a legitimate salvage team who are currently working on it, and guarding their claim.

Strutting in guns blazing gets you murder bounties on your head, getting caught stealing is theft, and there's a large trespass zone around the crash site. There are limited, smashed-up internal areas (doesn't have to be detailed ship interiors) and lots of external wreckage to sneak around. Loot is much more plentiful and higher-value than basic crash sites.

Maybe you get a dodgy mission to go in and grab some doohickey from under their noses without getting caught, maybe a criminal mission to massacre them, maybe you just sneak in off your own back for the goodies.

That would give quite a different scenario using mostly existing AI and assets (large Horizons wrecks just need an on-foot art pass and cabinets/panels/etc. added). Something a bit like the settlement heist, theft, massacre etc. missions but in a very different environment.

I think that would be a very cool addition.
 
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