POI - How they Should Work

The POI system is...not very good. The completely random nature of discoveries is lacking and often immersion wrecking. Nothing like finding tea - 5000LY from the bubble. At a man made base. Nonsense.

Moreover, nothing is persistent. I can find a base another person will never see. And those bases that are persistent will simply reset themselves for the next person's job. Its frankly ridiculous.

So here are some suggestions for how we fix it:

-All bases and smuggler caches are persistent. Once they are found they STAY found. Forever. As such, they reward their initial discoverer a first discovery reward.

-Down pilots and wrecked ships are persistent while they exist. Once found they stay found until:

-Someone rescues or cleans up the wreck

-A Set number of hours until they are cleaned up by the game and go away, so long as no player is within sight of them.

-Crafting Materials (aka, shooty rocks) remain RNG. They are small enough that this makes no real difference.


How do we Locate POI:

-Normal scans from space reveal all POI locations, within a 10km radius. No further information is revealed.

-Detailed Surface scans reveal:

-All POI

-Their location within 5km

-The type of persistent POI for each revealed area

Players can then choose whether to fly down and deal with the types of POI that interest them, whether they are equipped for rescue of downed pilots, salvage work or simply to explore a base or cache.

These types of POI are persistent. Again, pilots and wreckage remain until cleaned up by players, or for a set amount of hours. Bases and caches stay, period. They NEVER go away, though they may restock or reset every few hours, as if people are coming and going to and from them.

All these sites are publicly viewable. Bases and caches should never be locked away from public view; this kills opportunities for emergent game play.


Mission Changes for POI related missions:

-Pilot rescue: Always available at every non-outpost station and planetary base. Each rescued pilot found results in a reward that varies based on the pilot's faction and his or her rank.

-Salvage: Content is legal and can be sold on Commodities market, unless the commodity is prohibited in a system.

-Slaves: Slaves rescued from POI wreckage can be freed at any large station belonging to or allied with the Federation as well as numerous Independent factions. A reward is always available for this service...and so are the consequences that some factions do not want their slave trade interrupted and will be watching you...


Why do this:

The POI system is broken. You only have to look at the downed pilot situation to realize this. It is also uninteresting. Nothing compelling spawns at the RNG based POI. Tea that is never worth fighting drones over. Rocks I dont need or want. That's it.

Furthermore, the lack of persistence in the bases and caches kills opportunities for emergent game play. If I find a loot cache and dont have a cargo hold, but I DO have a combat vessel, I should be able to phone in assistance. Let them drive down in the SRV and "wake" the drones...which I will happily deal with using my combat vessel. Then, they can scoop the loot and we can work out sharing the payment....or not...amongst ourselves. Emergent. Game play. We need more of this.

Lastly, SRV game play, in and of itself, really is not very interesting. Sure you can play Tag or Base Jump. Its very telling that the two most compelling activities for which the SRV is used have absolutely NOTHING to do with developer created content. The SRV is rather boring.

Which is a good reason to stop forcing players to use it. The more you force a boring, repetitive mechanic on players the more they will come to resent you and your game. See Mass Effect and, well...planetary landings/scanning...for more on that.

By allowing players to use regular or Detailed Surface Scans to see and assess POI prior to landing, you accomplish numerous things. You tie existing systems - planetary scans - to new Horizons mechanics, making the game world more coherent. Heck, go ahead and show the POI to people who do not have Horizons...just dont allow them to land/approach the planet. You also allow players to choose which POI interest them. No more wasting minutes or hours cruising over the surface of planets at ridiculously slow speeds, hoping something interesting spawns, only to hope in our SRV and do more time wasting driving around to find out just how uninterested we are in that particular type of POI.

Players would still need to use the SRV scanner to get an EXACT lock on the POI itself. But under this system they would have a locked in radius, and potential knowledge as to the type of signal they are looking at prior to landing. Which just makes good sense.

So please...lets make the world more coherent and exciting.
 
I completely agree with what you said. The random rocks are fine, they are not really very interesting anyway.

I would add some more elements to your list:

- Rescue pilot missions on the surface should have approximate coordinates and the downed ship should not be random generated on the spot but rather tied to the mission. Long range deep space rescue missions should have a high payout. If the ship's transponder is still working, the approximate location could be detected by DSS scan.
- Data caches should get rarer and rarer the further away from inhabited space but should be worth more the further they are. Considering that the exploration data from a 5000LY trip is usually worth around 3 mil, the data caches found this far out should be worth at least a quarter as much and add information to the player's galaxy map
- Mining hotspots with a high concentration of a specific material, detectable with DSS, would make looking for crafting materials less tedious. These too could be persistent.

None of these, or those you listed, seem impossible to do and I believe they would make a huge difference
 
I completely agree with what you said. The random rocks are fine, they are not really very interesting anyway.

I would add some more elements to your list:

- Rescue pilot missions on the surface should have approximate coordinates and the downed ship should not be random generated on the spot but rather tied to the mission. Long range deep space rescue missions should have a high payout. If the ship's transponder is still working, the approximate location could be detected by DSS scan.
- Data caches should get rarer and rarer the further away from inhabited space but should be worth more the further they are. Considering that the exploration data from a 5000LY trip is usually worth around 3 mil, the data caches found this far out should be worth at least a quarter as much and add information to the player's galaxy map
- Mining hotspots with a high concentration of a specific material, detectable with DSS, would make looking for crafting materials less tedious. These too could be persistent.

None of these, or those you listed, seem impossible to do and I believe they would make a huge difference

Good ideas. Always puzzled me that mission givers know a ship has crashed, and yet, have zero idea where. I mean...we have emergency transponders and black boxes now, and have since the 20th century. No reason Elite would not have this stuff, too.

As for other mission types, I like your suggestions. I will add another:

-Make Universal Cartographics an actual, in game Corporation or Organization. They can then issue missions to have players conduct surveys of systems. The further out they request you go, and the more detailed scans you bring back, the higher the pay. The missions they issue could range from short hops of 30 - 50LY, and a system or two, to long range, 5000LY+ Exploration jobs. Players could pick from a selection of regular survey jobs and get paid on return.

-Hauling: Think Eurotruck here. Not smuggling. No dangerous, high end cargo. Old fashioned, common goods. Get a hull full, take it on a haul and drop it off. The longer the haul and the bigger the load the more the job pays. Space trucking, basically; low risk, average rewards; no idiotic, mission specific, psychic pirates for these. Still the risk of a random AI pirate in some systems, sure; but no "just for you' stupidity.

-Patrols: A faction needs independent security contractors to help out in their systems. Fly to a designated number of RES areas and other points. Drive off or destroy any pirates found in these areas. You will be paid based on the number of areas you made it to, plus a bonus if you complete the entire patrol without losing your ship. The longer the patrol and the more stops, the more pay. You keep any bounties.

-Power Projection (large ships required): Requires FAS, Dropship, Clipper, Corvette, Cutter or Anaconda. Must have a minimum number of weapons equipped. Basically, you Wave the Flag of your faction. Fly into hostile space, projecting power. The more systems you visit while on the mission, the higher the pay. If attacked by Wanted vessels, you keep the bounty. Note: Using these missions to trade goods is prohibited; you are there to project power not make a buck on your Faction's time.
 
-All bases and smuggler caches are persistent. Once they are found they STAY found. Forever. As such, they reward their initial discoverer a first discovery reward.
This is fantastic, and reeks of sound logic. I'm not an explorer, but this sounds like something that would fit perfectly within the theme of exploration.

Not being an explorer, I have no opinion on anything else.
 
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