Proposal Discussion Planetary Design Proposal - Should we have data like this?

What level of Planetary analysis improves the game for you?

  • Simplified ability - no-brainer no-statistics no-analysis for me

    Votes: 2 2.8%
  • Medium level ability - push-button get a color code for various Planet's makeup

    Votes: 4 5.6%
  • High level ability -choose to view various input charts/views to absorb full picture

    Votes: 25 35.2%
  • Advanced level know-how to observe optically / penetrating beams for scan results

    Votes: 40 56.3%

  • Total voters
    71
First have a look at this :

http://www.nationaljournal.com/tech...ul-visualization-of-the-polar-vortex-20140129

Now who out there would like a little science weather data injected into their decision making process before landing into the Polar Vortex.. Eye of Jupiter, or Electrical / Volcanic atmosphere or other storm of choice?

Can you imagine our onboard instruments providing a switch to view a planet under different analysis / monitors to reveal important planetary makeup / discoveries prior to committing to descending into the soup?
 
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Scan the planet

The very first thing done when in orbit is scan the planet. Material composition, life signs, breathable? Can it be landed on? Would it make a good seed planet? Many questions.

All logged and filed with other planets both seen and shared data with team.
Valiant out...
 
Voted for advanced level data. It has been confirmed that the galactic map will have:

Single-Mass View: Each singular mass can be viewed individually and will display a wealth of information relevant to the player. This could range from the natural resources present on a planet or moon, to the factional allegiance and available markets of a particular station.

but I don't think any details or screen shots of the "single-mass view" have been issued. AFAIK the orrery view is the only shot from the galactic map seen so far.

http://us2.campaign-archive2.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=ffe2385d13
 
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Oh to be a geologist!

I voted for an high level of knowledge.
To scan a planet during exploration should have some user interaction but I shouldn't be as complex so as it takes the player more than a couple of minutes to complete a full scan. I would suggest maybe a selection of checkboxes to direct what kind of scan you would like based on the type /level of advancement in scanners you own, it goes without saying that a fully decked out explorer should be able to have scanners that gather a much higher level of information than someone hoping through a system to get to a destination.
 
The galactic map already will give a lot of information on a planet. Additional sophisticated tools, to buy in the game to have more precise information would be interesting
 
This does reminds me too much of the first Alien movie.
And it's all too goood! Yes please!

Maaaan, that descent into the dust clouds and that landing...
It's since Elite 2 that I've got this dream...
Please, please, please, please make it happen!
 
Well, we are talking about a game, but then again it is a game that has pretensions toward simulation in various aspects and numerous nods to factual data where planets are concerned, so there is room for keeping it simple, or to really go for it on facts. So whether the developers take one road or the other is essentially going to fall to the decision of 'is it fun and challenging?'. The fact that it is a game is an important point where the design and inclusion of this sort of thing is concerned.

For myself, the notion of exploring and planetary landings will be a big part of ED's appeal. Being that I am a pilot for real, I should like to see at least a nod toward some realism in these areas. Frankly, it would be damn near suicidal for a pilot to descend through some clouds on a landing approach without knowing what kind of terrain was below that cloud layer, and unless it is an emergency, this would normally always be an informed decision, one where you could balance the elements of risk. Trust me, when flying for real once, on one occasion I was forced down to very low altitude in hilly terrain by the vicious downdraftts of a thunderstorm, and I came very close to having to make a wheels-up landing between two trees (hoping that the wings would rip off and brake my landing roll-out because the available fields were all too small). I was only saved from having to do so by managing to fly clear of the downdrafts, regaining altitude at literally the last second, and I eventually made it back to an airfield, and believe me, that is not an experience I would care to repeat! One guy coming into that airfield that same day was so intent on getting down out of that storm that he forgot to lower his landing gear, and he was an instructor too lol.

So with ED, the fan of realism in me would at least like to have some info on what to expect so I could make an informed decision on a) whether to attempt a landing, and b) where to make that landing. In ideal circumstances, I should like to know the surface composition, surrounding terrain profile, average wind speed, wind direction, gusts, temperature, visibility, precipitation and atmospheric density/composition.

But by the same token, whilst the above real-life story I related was a nerve-wracking experience, in a game it would be an exciting, thrilling gaming moment, so do I really want all the chance for excitement removed from the experience of landing on a newly-discovered planet? In game terms, we are not flying scientific research vessels in ED (although they could very well put them in the game), so could we really expect our little space fighters to be able to do a thorough analysis of everything on an unknown planet? And would being able to do so remove a bit of the fun?
 
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im all for this sort of thing however as some have mentioned:

- It needs to be a reasonably quick process, a minute or so to complete a scan.

- The data needs to have in-game relevance. Im certain that many many parameters could be included however for the pilots these should limited to those that play into the game mechanics and provide the pilot the opportunity to make a judgement on that basis.

- It ought to be something that is improved with better scanners and equipment.

- Perhaps a probe form which could be launched on entering an unexplored system would give the pilot a cut down "highlights" of each planetary body, this would take some time to complete maybe - maybe 15 mins but could be employed whilst the pilot is doing something else.
 
I think if you ask players would they like more or less you will always get 'more' as the answer I know I would.

However, the game has only just started its alpha phase, and the devs are no doubt run ragged as it. Also I understand planetary landings are set for some future expansion , so with the caveat that I would not the devs to think we are agitating for this now, then sure, why not hope for lots of rich detail at some future point.
 
I think that standard ships would have standard scanners giving minimal data while if you were exploring and wishing to land on an uncharted (you didn't buy the map for that world ), you should fit a more advanced scanner.

The standard scanner would only need to tell you what the weather was like at that moment as your map data will tell you what the atmosphere was like and where to land etc. To get more info, you would need to buy a map or contact the planet for landing permission etc.
A slight upgrade would also tell you where specific deposits were for mining.
The full scanner which is used by explorers gives differing types of data depending on your distance from the planet and if anything is interfering with the scan like cloud etc so on first approach you would know the size and mass and type of planet, then atmosphere type including density and weather and what the gravity was like, then under the cloud cover you get an idea of the rock composition and once you have done an orbit or two you would have all the data needed.

I think that this is a good way since most ships have the standard scanner that basically gets its info by contacting the station on the ground or referencing its map data and if you misjump and want to land on an unexplored world, you would be flying blind as it were and only get minimal data to sell to others.
If you wanted to go mining, your scanner would need to be suitable for the purpose of finding ore on an unpopulated planet and help you to land. This scanner would give more data that the one above so the map would be worth more.
The explorer scanner would give all the details but you need to get close enough and have enough time to do so so that if you had stumbled across a pirate world they would have time to scare you away so that they remain hidden.
 
These two quotes edited down to the salient points... one says give me short and fast results.. but the other says you need time so the pirates (other planet owners) can scare you off..

I agree with the 2nd comment more because this opens up many different scenarios..
You are scanning for a lost valuable item from a previous crash or kill..
You are scanning for a renegade pilot who ejected..
You are mining or exploring for other resources..
You are collecting data to sell on info chips (maps) which expire or change over time and need regathered..

None of these are fun if they take no work.. and allow no decisions from you such as, do I divert power to complete the scan, or break off the scan and defend myself? All scenarios which need time to allow the plot to unfold..



I voted for an high level of knowledge.
...It shouldn't be as complex so as it takes the player more than a couple of minutes to complete a full scan.


The standard scanner - weather ...
A slight upgrade - specific deposits for mining...
The full scanner - size , mass , type , atmosphere , density , weather, gravity , rock composition and once you have done an orbit or two you would have all the data needed.
The explorer scanner -need to get close enough and have enough time...
 
This is a great topic!

Although I would like to see detailed scan information included in the game (probably the majority introduced with the SPL module), it has to be recognised that too much info will probably turn off a sizeable percentage of players.

I would suggest that information that is core/relevant in most landing scenarios is presented in a straitforward manner easy enough for most players to process. Only in the more "edge" cases would it be beneficial to analyse the more intricate details. So another skill that although not absolutely vital would produce enough of an edge in certain circumstances.

And scanning should happen automatically as you approach within a certain number of AUs of a planet. As long as your scanners aren't knackered! Longer scan times (within reason) producing more detailed/finely grained information.
 
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This is sort of tangential to the discussion here, but may be of interest in relation to scanning.

Josh has just released dev diary 13 for Limit Theory, in which he shows the scanning system in its embryonic form http://www.youtube.com/watch?v=YBf1odVtlWk. The relevant bit starts at about 7 min, 30 sec. It's a pretty cool looking radar/graph thingy, elegant as always, and the best form of "minigame" - one that is an embedded part of the main gameplay.

Just a heads-up FYI
 
The level of the detail of a scan should be as complex as gameplay requires. Right now we can't visit planetary surfaces, so who cares if complex hydro-carbons have been found. It would be good to reserve such expanded scans to support expansions down the road of course but right now, with I suspect next to no interaction with planets, it really doesn't matter.

With SPL online however, being able to scan for minerals, life-forms or perhaps even signs of ancient non-human architecture could result in some great game play opportunities. Discovering some ancient ruins and then selling off the exploration rights could be lucrative, and even illegal in some systems....
 
My view is it depends on the scanner unit you have - better scanner more detail. That way players who want lots of stats can have them whilst people who don't are not bamboozled. Some people love stats so I think they should be accommodated but in a way that works for everyone.

It's all about creating a world that you can immerse yourself in, in the way you want.
 
True, but again those stats have to have some purpose. If not, then what is the point i.e. what can you actually do with this data once you have it? If not then it's just fluff.
 
The only thing more sexy than data, is visualisation of said data! :p
Gimme moar! :D

As long as these layers of information are entirely optional, I am all for it. They should offer you some strategic advantage, but you should be able to get by without them. ;)
 
...but you should be able to get by without them. ;)
And that's what concerns me, with them being relegated into the fluff category.

Scanning a planet with the most advanced scanner possible, what information could you derive that you couldn't with your own eyes?

Mineral composition
Atmosphere components
Water content e.g. sub surface
Life forms
Man made structures

I'm sure there will be others but right now we can't get down there to exploit any of this stuff so it's ultimately pointless, but it won't always be so.
 
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