Post 2.4 Core Gameplay Improvements : Exploration

I would post some ideas here, but mine could never hope to outshine those of Mengy :). So I will just give a brief summary-more persistance for PoI's & USS's; a new kind of Natural USS (covering a range of naturally occuring phenomena); a more active system for secondary/detailed scanning of planets & other bodies; a greater range of Stellar & Surface scanners (from E to A rated, like other modules) with ever improving functionality in terms of scan detail, scan range, scan angle, scan time; a science module (E to A); the ability for crew (human or NPC) to use scanners & plot a course whilst you are piloting the ship.
 
See my suggestion thread here:

https://forums.frontier.co.uk/showt...loration-Development-a-Galaxy-of-Possibilitie

I'll just repost it here for ease of reading:


Pretty much every commander agrees that exploration in Elite could use some development...



OMG! So much this!! If FD can implement even half of this I'd be happy. What's great about this list is that it seems very doable within the structure FD has already built. The main thing I want is a reason to actually visit a planet. I travel 1000's of LY's, and travel across a system only to scan tiny points of light. Once ID'd I move to the next point of light, but never get close to a planet as it takes too much time. Give me a reason to bring an SRV, give me a reason to get close to a planet to enjoy the different visuals... give me a reason to not alt-tab out of ED while I'm super-cruising.

As a side note... I schedule my exploration time during Formula1 weekends because there's so little to do while exploring I can watch F1... and the crazy thing is that I'm watching F1 95% of the time while I'm exploring. Something is wrong there.
 
From another thread:
A DSS that works like an SRV bay with sub-modules that scan for different things.
-Emissions scanner (to scan for manmade POIs)
-Heat scanner (finds active volcanism. Will get less limited after lava planets are added as it will locate safe places to land.)
-Geological scanner (produces a heatmap to locate spots for natural materials and subsurface mining locations)
-Organic chemistry scanner (locates lifesigns)
-Anomaly scanner (finds other things that are a surprise - alien ruins, crashed ships, secret bases. Could simply indicate a broad search area but still better than brute-forcing it.)
-Other scanners for new landable planet types. e.g. Gas giant scanner reveal areas which are unsafe to traverse due to high wind/heat/pressure. Stellar body detail scanners that can detect rare and valuable scientific info in otherwise mundane stars and black holes. ("It appears this M-Class star is about to have a major solar flare event. This information will be valuable to researchers and the local station will have to be evacuated. Please accept our sincere thanks and this 500,000 credit exploration bonus can be collected at any Universal Cartographics office.")

This modular approach would add specialization to explorers who would have to outfit with particular purposes in mind as only 1 to 3 submodules could be added on a ship. Would be coupled with actual payouts for different types of discovery including ingame earnable cosmetics (ah go on).
In addition I'd like to see Exploration Probes - basically supercruise capable limpets which can be launched at a target body to detail-scan it, or launched with no target to survey the entire system. These would be able to carry one of the DSS submodules detailed above and would be destroyed if you left the system (or possibly if you leave supercruise - depends on the limitations of instancing.) These would reduce the tedium of exploration by allowing systems to be surveyed quickly, while still not removing the benefits of flying to places yourself.
Probes would be launchable by NPCs as well, visible in supercruise like ships and able to be interdicted for data-mats and intel packages or scooped and sold or blown up (all illegal salvage or criminal).
 
Created the thread, and yet failed to post to it. Well, here goes.

Confession, Im not much of an explorer. Why? Well, for the same reasons I have not ranked up in Military yet. No real point. I've been waiting for that to be fleshed out. How would I flesh out explorations.

BEAUTY
We sometimes visit places just because the look cool. The wow factor is a real thing, I mean thats why tourists abound in ED eh? So my wishes for extra eye candy.

* Super Nova from time to time, about as common as they are in reality please. But it would be ace to see them. I had this nuts idea about a Nova, where you know its going to happen, and you sit a decent distance for the star, waiting for it to go boom. When it does, you are warned about it, and when the light bubble reaches you, you see it explode. That just light hitting you, so you enter super-cruise and start flying away from the Nova. As you do this , looking back you see the Nova explosion slow down as you get closer to light speed. As you hit light speed, the explosion stops, frozen. And then as you get faster, you see the explosion happening backwards as you fly past waves of light that passed you earlier. This would be mad to see eh?

* As in Alien Covenant, lets see Stars igniting. Pretty rare, but an event that happens from time to time.

* Comets, they are in the sim engine. So lets see them in game please....

* Proto planetary disks. Large accretion disks, as star systems form. Imagine flying above the disc, and the flying down to dive through the gases and asteroid fields.

* Binary star system gas syphoning. We've seen it in illustrations, apparently its expected to be seen. So lets see it please. There are some pretty mad binary, ternary and above star systems out there.

* Planetary collisions. We know the Moon formed from a collision with the Earth. When it happened, it must have looked spectacular. This must be happening all the time across our Galaxy. Lets have some examples of this out there please.

* Planet, meet Mr Asteroid. We know these happen, we have complex computers and scanners, so these events could be predicted and broadcast, meaning ships can visit and watch large asteroids hit a planet or moon. Massive firework display.

* Mysteries. Alien artefacts should abound out there. Some could be unique, maybe a Dyson Sphere around a Star, or a massive space array of some alien tech. There could be themed Alien sites and space wrecks, like the Guardians. But some should be one offs. Lets have hulk Alien space stations, just floating off a planet somewhere.


Surface
We can fly down onto atmosphereless worlds. But for now its a little boring. Still not that much to see....

* Many more persistent POI on planets PLEASE. Lets not just find places, please let others find them to.
* Lets have many more industrial sites in the bubble. Vehicles travelling between them on roads. A network of dwellings and industry, connected together by infrastructure, roads, rail networks. Find a road and follow it, it may lead somewhere.
* Lets have caves please. Their just so mysterious and well, dangerous. They invite exploration and adventure.
* Vulcanism. Yes, it looks amazing, and is sooo dangerous. A feast for the eyes, and volcanic sites may yield certain materials in abundance, like sulphur..
* Unusual mineral deposits. Hows about finding a 2m high diamond node, or a field of large quartz pylons.
* Unusual metal outcrops. Lets find really large nuggets of high worth metals on occasion.
* Unusual rocks. Rocks on planets are just so uniformly random. Lets have some freakish rocks from time to time, 150m high.
* More themed and unique alien relics. Hows about a city carved out of the side of a meteor crater. Structures that tower into the sky. Their purpose? One off rock carvings that appear to serve no purpose. Like the white horse hillside carvings in England.
* Planet side secret bases. Military, Pirate, Skunk Works Science.

Thats all I have time for now.
 
As we are all discussing what might happen post 2.4, in what we might call for now "Season 3", though I understand the season model may be replaced with another. But still, it will be a tranche of work that will probably last for say a year. And so within that period, lets discuss a single topic within this thread.

Just some points
  • Please keep your comments here on topic, so no drifting off onto Exploration, or Quality of Life enhancements.
  • Please be as verbose as you can, fully explain what you would like to see Added, Remove or Tweaked,and WHY, benefits?
  • Please be civil and positive, you may not agree with ideas, but lets discuss it, not devolve into an A vs B slanging match...

EXPLORATION

I'd love to be on topic but covfefe.
 
See my suggestion thread here:

https://forums.frontier.co.uk/showt...loration-Development-a-Galaxy-of-Possibilitie

I'll just repost it here for ease of reading:


Pretty much every commander agrees that exploration in Elite could use some development, this appears to be an almost universal opinion among the players. Lot's of commanders currently ignore exploration due to it's lack of development, they find it boring and not very engaging. I’ve done my fair share of exploring since 1.0, spending 90% of my time (maybe more) out in deep space. Hundreds of hours utilizing the game’s existing mechanics for exploration. That’s afforded me a lot of time to ponder how I wish exploration was better in the game.

So, as a veteran of exploration in Elite, how would I like to see it improved in the future?

Exploration needs two areas of improvement: mechanics, and content. Frontier has added some content since 1.0 in the form of geysers, fumeroles, and fungal life, but explorers have no tools at all to find them, so they need to search entire planets by eye, which is not very feasible nor interactive in any way at all. They added content potential with landable worlds but as of yet haven't utilized this potential for explorers in any engaging ways. This is why improved exploration mechanics are so sorely needed. First Discovery Tags and Neutron Jumps are the only meaningful mechanics to be added to exploration since 1.0 that directly improved the game play of exploration, but one is a passive improvement and the other is a specialized mode of travel. Exploration desperately needs more interactive and engaging mechanics to add diversity and player initiated actions to the role, it also needs more risk and some aspect of survival, the fact that so many explorers currently watch Netflix while they explore says it all!!!

So here are some ideas on how exploration could be improved using the 2.3 version as a starting point, and I’ll do mechanics first followed by content which then uses those mechanics. With most of these ideas I've attempted to not suggest anything incredibly outlandish, but rather use Elite's current mechanics as a basis to build upon. In fact a lot of my ideas just modify existing current mechanics and applies them as new exploration improvements. Afterwards I'll go into the far future of Elite exploration with ideas for new planet types and such.


NEW & IMPROVED EXPLORATION MECHANICS: There are three goals to these new and improved mechanics: to give explorers more information to prompt decision making, to give explorers more to do, and to make exploring more risky.


  • Planet Surface Heat Maps – A new feature of DSS scans, surface maps now highlight areas of interest, or search zones which can identify large areas to find things like man made unidentified objects (unregistered bases or outposts), alien unidentified objects (alien ruins, alien ship crash sites), geysers and fumeroles, fungal life, basically any unidentified procedurally or hand placed fixed POI on the surface.

    Upon flying down into a heatmap zone and entering glide, a bouncing search designator routine begins just like what is currently used for surface salvage missions, only requiring many more “iterations” to narrow down. Once the commander finalizes the search routine they then must land and use the SRV scanners to exactly locate where the POI is. Once these POI’s are found by the commander they then become “known” to them and from then on are no longer marked with heatmaps but instead with the normal surface designator icon, like bubble surface content currently is.

    The idea is not to make things super easy nor fast for explorers to find, but to add some layers of interactivity into the process via several mechanics working together. Finding things should require a hunting process and not be magically "detected" by a passive radar function.
  • Solar Flares – Fuel scooping is now more dangerous! Occasionally there can be solar flares and star corona ejections while fuel scooping, which have to be avoided or the ship could experience sudden drastic heat increases, and even take shield damage, and if the shields drop then hull and module damage. Adds some interactivity and danger to a common but mundane task of exploring.
  • Natural Signal Sources – New version of a procedurally placed fixed USS but all naturally occurring stuff, like comets, very large landable asteroids, wandering asteroid fields, and even rogue planets (more below). Some NSS’s contain things which can be scanned for data (gets more valuable with distance from SOL), others can be mined for materials. NSS can spawn anywhere, even in the bubble too, but they get much more valuable with distance from the bubble.
  • Module Wear & Tear - Modules would very gradually degrade over time with use. For bubble players this would be a non issue, simply hit the repair button every dozen docks or so and it's cheaply fixed, but for deep space explorers this would make the AFMU necessary equipment, adding some survival management to exploration. During long trips explorers would have to restock the AFMU, which would eventually force them down to planet surfaces to hunt for materials in order to keep flying. The idea here is to break up the rythym of exploring with other tasks, and to prevent ships from flying forever without some effort required towards maintaining the ship in working order.
  • Exploration Missions - Add a new section to the Cartography page at bases where explorers can browse for exploration missions. This would require the mission generator to work in tandem with the Stellar Forge in order to create mission targets that actually exist but are undiscovered yet. These could entail tasks like:
    • Fly to a specific system and perform a full scan of all stellar bodies.
    • Search a specified sector for a specific star or planet type, matching certain criteria. Scan it and return.
    • Search a specified sector for a certain type of volcanism, scan it and return.
    • Full scan some random amount of planet types.


NEW EXPLORATION CONTENT: These suggestions are intended to give explorers more things to search for in tandem with the above mechanics, plus additional tools using existing mechanics.


  • Rework Geysers / Fumeroles / Fungal Life – Simply update these to work with the new DSS heatmaps, and add scan points to the sites which marks their location as "known" and makes it sellable data. Once a pilot finds one of these sites they will forever be marked in their nav panel and easily navigated to again if desired.
  • New Natural Surface POI’s – These are not fixed POI’s like geysers, but a new category of randomly generated instanced POI’s (like cargo dumps and mat nodes) which are located via the SRV scanners. Gives explorers things to find while driving around on planet surfaces in deep space which can be scanned for valuable data. Things like geologic formations, meteor impact sites, more kinds of fungal life, and surface core samples (more on this below), all in varying degrees of value and quality. These data scans become more valuable with distance from SOL, this encourages explorers to get out into deep space while rewarding the time and effort to get there.
  • SRV MkII (The Rhino) – This is a new, slower but slightly larger version of the Scarab, with a weaker main turret but much more cargo space. The MkII also carries a surface drill rig which can be used for various things, like surface ore mining, and collecting surface core samples!
  • Surface Core Samples – These are rare random locations found with in conjunction with the SRV scanner and heatmaps which allow the commander to use the drill rig on the SRV MkII to drill through the surface and collect a planet core sample, which takes 1T of cargo rack space and can be flown back to civilization and sold for large credit values. Again the cores increase in value with distance from SOL. The new DSS heatmaps can be used to locate areas on planets with the best chances of finding surface core spots, but much SRV searching will still be required to find them. In general though they will procedurally spawn around areas of increased surface terrain geometry, like large canyon or mountain networks or inside craters.
  • Caves - Implement caves as random procedurally fixed terrain features. Accessible by both sinkholes (surface holes like on Earth's Moon) or by sloped entrances in craters/mountainsides/canyon walls. Large enough to drive the SRV in, some might even be large enough to fly the ship into, and with a high probability of finding materials, fungal life, surface ores, scannable geologic formations, etc within. Also prime locations for surface core collection points!
  • Rogue Planets - Fully landable but very rare planets found in the new Natural Signal Sources, with potentially everything that can be found on normal planets, but with much more robust terrain geometry. These planets have gone through hell, so they can potentially have very extreme terrain features and crazy POI clusters. Extremely valuable surface core samples, as long as you can locate them!
  • Exploration Internal Slots – Certain ships get additional internals that can be used for exploration related modules; like both scanners, fuel scoops, and the AFMU.
  • Neutron Battery – New utility slot module, can store one charge of a neutron jump for the FSD. This could allow explorers to potentially use neutron stars to jump into very remote systems which would normally strand the ship with no way to return. Filling the battery takes longer than normal FSD charging though, thus more time spent fighting the jets and much greater damage done to the ship. Plus activating a neutron battery can potentially overload systems and cause additional random module damage.


All of the above is meant to add some interactivity to exploration making it more engaging while also giving explorers more to do, more options of what to explore for, and also adding more risk to exploration too. It's a foundation of interactive mechanics enabling additional future content to be utilized for gameplay purposes, not just eye candy.

Here are a few more additional ideas for exploration to improve it even further:


EXPLORATION ODDS & ENDS: Quality of life improvements, just nice to have stuff that really effects everyone, but more so explorers.


  • Greater Diversity in Planet Coloring - Get rid of the galactic beige plague that has infected 97% of landable high metal content and metal rich worlds! It's fine to have some monotone planets, but there needs to be interesting looking planets with color diversity too. Exploring planets with interesting and varied terrain is much more fun than monochrome worlds. You only need look to our own solar system to see plenty of real life examples. (Frontier has already stated they want to improve this eventually, as of March 2017)
  • Black Hole Accretion Discs - Make large black holes look more scenic, more like the physicist Kip Thorne predicts they do. Like the movie Interstellar's black hole!
  • Planetary Ring Shadows - Yeah it's probably not an easy one to implement into the Cobra Engine, but it would be so much more scenic and immersive if planet rings cast shadows on the planets, especially down at the surface level.


ADDITIONAL PLANET TYPES: As more planet types are enabled for landings even more content can be added to exploration, bringing greater depth to the role while also bringing much greater dangers too.


  • Volcanic Worlds - Explore planets with magma flows, lava oceans, superheated geysers, and volcanos of many sizes. Magma and lava can inflict great damage to SRV's but surface core samples from these worlds can be incredibly lucrative, so pilots must take care when driving around searching for them. Also flying the ship through superheated geysers or volcanic eruptions can ruin a day real quick, but the interiors of volcanos can be exceptional locations for scans or core samples. It's wiser to find caves and enter volcanos in the SRV that way, but great care must be taken when doing so.
  • Gas Giants - Flying down inside beautiful gas giant atmospheres can be dangerous, but profitable. Fuel scoops can be used to collect valuable atmospheric samples which take up 1T of cargo space by locating "pockets" on the radar and flying into them, this is time consuming though. Terribly strong winds can buffet the ship making controlling flight difficult, and huge storms with lightning strikes can cause great damage quickly, even causing module malfunctions. Some worlds also have very acidic atmospheres as well which can damage the ship over time. However, some rare gas giants also have life forms flying inside of them, and these can be scanned for incredibly valuable data.
  • Atmospheric Worlds - These planets are rich in resources and very scenic to explore, some even have life, but atmospheres can cause problems too. Some worlds are plagued with very strong storms of various types: electrical, gale force winds, acidic, and particulate. Lightning can cause terrible ship damage, winds can throw ships around like paper planes making landing or flying low dangerous, acid rains can eat hull away. Heatmaps from the DSS can show weather systems on the planet, so the pilot can fly to elude them and be safe, but weather is often unpredictable, so diligence while exploring is necessary, and a hasty retreat back into "safe" outer space may sometimes be prudent. Despite the dangers though, everything on these worlds are valuable: materials, data scans, surface core samples, ores to mine, etc.
  • Dark Systems - These are planets or planetary systems out in space that do not have main stars, thus no light in them at all nor any huge mass sources other than planets. They would not show in the galaxy map due to not being indexed, Stellar Cartography doesn't know they exist due to no light sources so they aren't in the computer nav banks. The only way to find them would be to search the nav panel on the ship's left console while traveling through space and look for any systems labeled as "UNKNOWN", as the ship's sensors would detect a mass jump point but wouldn't recognize it. (Possibly have a message pop up on the HUD when the ship detects an unknown mass source out in deep space?)


IN-GAME STELLAR CARTOGRAPHY GALACTIC RECORDS LEADERBOARD:: This would be a new competitive (non-combat) multiplayer feature for explorers where the game keeps track of discovery records for things like "oldest M type star", "youngest black hole", "largest ammonia world", and so on for dozens of categories. Each record would list the system and object name, the CMDR who discovered it and the date. The current record holder list could be accessed from anywhere via a Stellar Cartography button on the ship's GalNet menu under the cockpit's left UI panel. Whenever a CMDR scans a planet or star which broke a record they would be notified via a pop up after scanning, but in order to actually log the record and get credit for it the pilot would need to hand in the exploration data and sell it.




There, those are just some ideas I've thought about for improving exploration over the past two and a half years. In summary, I'd just like to see exploration made more engaging and interactive overall, and less passive and "instant scan" like. More gameplay in the role, less tedium.

These are great. I'd also like to see more 'Trek' style things as well. Anomaly scans/dangers, having to actually navigate dangerous nebulae, being sucked into voids in space that we need to figure out... Yea I know, it would ruin people's verisimilitude but I'd love to get as close as we could, those types of things are just so damn cool.
 
Love so many of the ideas so far.

I'd like to have planetary probes that you drop down on a planet from orbital cruise. The process would work something like this:

Fly into a new system. Do discovery honk. Scan a landable planet with the detailed surface scanner and in addition to the info you already get about the planet there is an indication of whether or not that body has some type of persistent point of interest e.g crashed ship, alien ruins...etc. Then in order to find the site you would go into orbital cruise and drop probes around the planet. Maybe 4 probes (1 on each pole and two along the equator. Or 6 probes (1 on each pole and 4 along the equator), something like that. This would help triangulate the location of the site. There would be some kind of indicator showing where the probes need to be dropped so that they're spaced out enough to do a complete scan of the planet. The actual mechanic would work like a planetary bombing run : ). After the probes are dropped you would get some type of indicator showing which region of the planet the site is located. You would glide down to that region, have to follow the jumping targeting points like for planetary missions, and then maybe get into your srv to actually find the site...or maybe not. Then after you find the site it would always show in your map. This would be a way to find persistent points of interests without having them automatically show up, but not require us to look for them by eye or get lucky enough to land close enough for our srv scanners to pick up.
 
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God - please no bright accretion disks on all black holes, that same physicist didn't predict that the interstellar blackhole was common, and he wasn't immune to artistic licence. The interstellar blackhole apparently had a thermal accretion disk... sorry but nearly all physicists would tell you that would be nearly impossible given that accretion disks pretty much do a highly pure conversion of gravitational energy into thermal energy and light. The disk would be emitting LOADS of X-rays and probably gammas to, it would not be thermal, it would be a horrible environment.

Also if all / most blackholes had such disks, we would have imaged quite a few right now, but, alas, we have not. Even SagA* would have been imaged in infra red if it was common for such objects to have a thermal disk.


Also Caves you wouldn't expect to occur without weathersystems, overhangs yes, caves on large atmospheric less planetary bodies... not so much unless they lost their atmosphere. Still would be awesome to have extra features.

Stellar events would be neat, but realistically they are quite rare, it would be nice to run a player event where they do some kind of switchon or supernovae and then dynamically develop the nebulae over the games existance would be neat but, probably more effort than its worth.

Also Alien Covenant... neutrino burst... just... no they messed up bad, really bad. Mostly because neutrinos got a Nobel prize when the movie was being written, but if you had enough neutrinos to push a ship, id be more concerned about the enormous supernova that had to of occurred to produce the burst, because a stellar ignition sure as hell wouldn't produce any more than a star regularly produces lol

What a poster lists as Dark systems would actually be rogue planets, a system has to have a central mass, could be a cool white dwarf that has nearly lost all its energy or something similar. Given we have cool dwarf stars in the map, this leaves that class of object and planets that are drifting to be pretty much all that remain.
 
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Goose4291

Banned
Player to Player Sellable carto data: Would support deep space exploratory mining concepts, and allow proper organised group expeditions to share their data.
 

verminstar

Banned
There are many many great posts like Mengys from over the years since release. I hope those people come here to post again.

The likes of mengy do a sterling job so I dont feel the need to try at all...unlike yerself, I simply dont have any confidence that they care or listen and am just as happy to wait this out to see how the cards fall. There are literally scores of threads with hundreds, if not thousands of great suggestions...how many were listened to? How many even got an acknowledgement?

My get up and go got up and went and Im not looking past 2.4 at all...if the next big update doesnt relight my fires, there wont be a post 2.4 fer me ^
 
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I think it would be nice if exploration would be a bit more involved and also if it suited multicrew a bit better. Right now being in exploration with a second crew member is entirely pointless. And the entire scanning bit doesn't take too much involvement (aside from finding POI's).

I would love it if for one:
- Other crew members can use the scanners
- Join you in the SRV as gunner / scanner
- Add an option for a scanner to find POI's on a planet or indicate a search area.
=> Possibly with a scanner that needs to be aimed from orbit to generally scan the ground area. Which means a little more involvement for the pilot or crew member flying along.
 
I have been thinking about possible improvements to exploration mechanics in ED for a long time now.

Exploration needs :

  • Danger from extreme objects and wear & tear : Less tourism and more risky expeditions.
  • Scanner & Treasure Hunts : A variety of anomalies and a treasure hunt mechanic supported better scanner mechanics to find them.
  • Scavenging/Jurry/Survival gameplay tied to long exploration expeditions.
  • Expanded hyperspace travel mechanics.


Rationale : At the moment, exploration feels more like a tourist trip than an actual expedition where you think : "If I go there, I might die"
It also lacks the combination of slow tension between keeping on with exploring/searching for anomalies and the ship deteriorating.

In order (details) :

Danger from extreme objects and wear & tear :

This is actually easy because there are many dangerous things/objects in space...

  • X/charged Radiation sources like neutron stars, acretion disks and WR stars. Such amount of radiations should eat your shields in SC if too close. No shields ? Then subsystems like sensors and such should get fried quickly.
  • Very hot/luminous stars like B/O/WR class. With luminosities in thousands to 100K's of suns, these should overheat your ship badly upon close Hperspace exit, and cause serious stress to the pilot ^^
  • Neutron star magnetic fields : with fields in the 10^4 - 10^11 Teslas this should cause all kinds of interesting issues with things using electric currents in your ship ^^
  • Micro meteorids : that should be a danger arround protostar systems, with possible problems going from fuel tank puncture (losing fuel all the time) to minor canopy breach (giving you 20x the time of a full breach to solve the problem)
  • Giant gravity : BH should be dangerous. 1) Getting to close should start damaging the ship from tidal forces (the smaller the BH, the worse) with huge hull moanings and 2) The huge space time curvature shoud do something quirky to the FSD
  • extremophile xenobacterias invading/eating ship parts. Like radiation eating algae clogging your fusion core cooling system or plastic eating bacterias eating your electric cabling (power distro).

Scanners & Treasure Hunts :

I think that there are several things that one could use to enrich the exploration gameplay and scanning in general :

  • Detailled surface maps on honk. because gameplay. Rationale : if one can see the surface after honking, it will push players to investigate some objects that would be otherwise not be glanced upon. Most explorers do not go and scan each moons and moonlets in every systems. (because doing up to 80 times point, wait, repeat is not exactly thrilling gameplay).
  • Use level 2 scans and DSS scans as gateway to interesting SS/POI's. Here the sky is the limit, literaly (*).
  • Flesh out the DSS : it should add layers on the planetary map, like geological maps, active volcanic spots, X/gamma sources, magnetic field map and anomalies and so on. Each of these map should allow a savy CMDR to find interesting POI's on the surface. Make use of the "search" system you have for some mission related surface POI's, it's good.
  • Add a new multi-spectrum observatory module : allow to scan an area of the sky for anomalous signals in the sky (i.e. 0 to 200 lyr radius, but no distance indication). This could be used to create treasure hunt style gameplay leading the players to anomalies POI's like crashed alien ships, ruins, generation ship related wreckage, barncles and so on. In other words : give a tool that providing clues to help locate rare content.


This would give something like :

1) use the observatory to locate a system with an anomaly by triangulation.
2) in said system, use the observatory to locate which part of the system contains the anomaly
3) go there and use the ADS/DSS to pinpoint the body/SS containing the anomaly
4) if the anomaly is on a planet, use the DSS map layers to direct the player, then the POI search mechanic used by some missions to guide the player.

Voila, treasure hunt gameplay.

Scavenging/Jurry/Survival :

In other words, spice exploration up by having creeping danger. Here the best thing I can come up is : go look at the long dark and learn.
For example, it could be interesting to have AFMU's only being able to repair sub-systems to 90% of their previous repaired level, with increasing
risk of failures as jurry rigging and bubble gum fixing goes on. Tie repairing some "afflictions" with finding certain types of anomalies (using the treasure hunt mechanic)
or performing risky manœuvres (like bathing the ship in X rays with shields down for some time to kill some bacterias, or mining ice to replace the reactor coolant with
uncontaminated water).

Expanded hyperspace travel :

Adding the neutron star FSD boost was a nice start. We need more of it to make navigation more risky/skill based. Good stuff in the game so far :
Stuff like the distant stars expedition, the formiding rift crossings mappings and reaching Rho-Cassiopeia are all examples of interesting and challenging navigational
challenges. All occuring by accident... Well, FD, you have to do it on purpose XD. How so :

  • If possible, tinker the stellar forge and add some hard to reach but not unreachable clusters of stars requiring clever navigation. Can be done by well setup proc-gen.
  • Harder, but would be awesome : add the Canis Major Dwarf Galaxy and the Monoceros Ring. That would make for epic exploration trips and vistas (and terrifiying navigation).
  • FSD failures, increasing with FSD damage and stellar densisty : the more systems close to your path, the higher the chance of a catastrophic exit from hyperspace (eg : exit super close to a star, exit above a landable planet with a full ship shutdown (but high enough to recover), exit near a rogue-planet, exit near an anomaly in interstellar space, etc...)
  • Ergosphere FSD boosting near rotating blackholes.
 
See my suggestion thread here:

https://forums.frontier.co.uk/showt...loration-Development-a-Galaxy-of-Possibilitie

I'll just repost it here for ease of reading:


Pretty much every commander agrees that exploration in Elite could use some development, this appears to be an almost universal opinion among the players. Lot's of commanders currently ignore exploration due to it's lack of development, they find it boring and not very engaging. I’ve done my fair share of exploring since 1.0, spending 90% of my time (maybe more) out in deep space. Hundreds of hours utilizing the game’s existing mechanics for exploration. That’s afforded me a lot of time to ponder how I wish exploration was better in the game.

So, as a veteran of exploration in Elite, how would I like to see it improved in the future?

Exploration needs two areas of improvement: mechanics, and content. Frontier has added some content since 1.0 in the form of geysers, fumeroles, and fungal life, but explorers have no tools at all to find them, so they need to search entire planets by eye, which is not very feasible nor interactive in any way at all. They added content potential with landable worlds but as of yet haven't utilized this potential for explorers in any engaging ways. This is why improved exploration mechanics are so sorely needed. First Discovery Tags and Neutron Jumps are the only meaningful mechanics to be added to exploration since 1.0 that directly improved the game play of exploration, but one is a passive improvement and the other is a specialized mode of travel. Exploration desperately needs more interactive and engaging mechanics to add diversity and player initiated actions to the role, it also needs more risk and some aspect of survival, the fact that so many explorers currently watch Netflix while they explore says it all!!!

So here are some ideas on how exploration could be improved using the 2.3 version as a starting point, and I’ll do mechanics first followed by content which then uses those mechanics. With most of these ideas I've attempted to not suggest anything incredibly outlandish, but rather use Elite's current mechanics as a basis to build upon. In fact a lot of my ideas just modify existing current mechanics and applies them as new exploration improvements. Afterwards I'll go into the far future of Elite exploration with ideas for new planet types and such.


NEW & IMPROVED EXPLORATION MECHANICS: There are three goals to these new and improved mechanics: to give explorers more information to prompt decision making, to give explorers more to do, and to make exploring more risky.


  • Planet Surface Heat Maps – A new feature of DSS scans, surface maps now highlight areas of interest, or search zones which can identify large areas to find things like man made unidentified objects (unregistered bases or outposts), alien unidentified objects (alien ruins, alien ship crash sites), geysers and fumeroles, fungal life, basically any unidentified procedurally or hand placed fixed POI on the surface.

    Upon flying down into a heatmap zone and entering glide, a bouncing search designator routine begins just like what is currently used for surface salvage missions, only requiring many more “iterations” to narrow down. Once the commander finalizes the search routine they then must land and use the SRV scanners to exactly locate where the POI is. Once these POI’s are found by the commander they then become “known” to them and from then on are no longer marked with heatmaps but instead with the normal surface designator icon, like bubble surface content currently is.

    The idea is not to make things super easy nor fast for explorers to find, but to add some layers of interactivity into the process via several mechanics working together. Finding things should require a hunting process and not be magically "detected" by a passive radar function.
  • Solar Flares – Fuel scooping is now more dangerous! Occasionally there can be solar flares and star corona ejections while fuel scooping, which have to be avoided or the ship could experience sudden drastic heat increases, and even take shield damage, and if the shields drop then hull and module damage. Adds some interactivity and danger to a common but mundane task of exploring.
  • Natural Signal Sources – New version of a procedurally placed fixed USS but all naturally occurring stuff, like comets, very large landable asteroids, wandering asteroid fields, and even rogue planets (more below). Some NSS’s contain things which can be scanned for data (gets more valuable with distance from SOL), others can be mined for materials. NSS can spawn anywhere, even in the bubble too, but they get much more valuable with distance from the bubble.
  • Module Wear & Tear - Modules would very gradually degrade over time with use. For bubble players this would be a non issue, simply hit the repair button every dozen docks or so and it's cheaply fixed, but for deep space explorers this would make the AFMU necessary equipment, adding some survival management to exploration. During long trips explorers would have to restock the AFMU, which would eventually force them down to planet surfaces to hunt for materials in order to keep flying. The idea here is to break up the rythym of exploring with other tasks, and to prevent ships from flying forever without some effort required towards maintaining the ship in working order.
  • Exploration Missions - Add a new section to the Cartography page at bases where explorers can browse for exploration missions. This would require the mission generator to work in tandem with the Stellar Forge in order to create mission targets that actually exist but are undiscovered yet. These could entail tasks like:
    • Fly to a specific system and perform a full scan of all stellar bodies.
    • Search a specified sector for a specific star or planet type, matching certain criteria. Scan it and return.
    • Search a specified sector for a certain type of volcanism, scan it and return.
    • Full scan some random amount of planet types.


NEW EXPLORATION CONTENT: These suggestions are intended to give explorers more things to search for in tandem with the above mechanics, plus additional tools using existing mechanics.


  • Rework Geysers / Fumeroles / Fungal Life – Simply update these to work with the new DSS heatmaps, and add scan points to the sites which marks their location as "known" and makes it sellable data. Once a pilot finds one of these sites they will forever be marked in their nav panel and easily navigated to again if desired.
  • New Natural Surface POI’s – These are not fixed POI’s like geysers, but a new category of randomly generated instanced POI’s (like cargo dumps and mat nodes) which are located via the SRV scanners. Gives explorers things to find while driving around on planet surfaces in deep space which can be scanned for valuable data. Things like geologic formations, meteor impact sites, more kinds of fungal life, and surface core samples (more on this below), all in varying degrees of value and quality. These data scans become more valuable with distance from SOL, this encourages explorers to get out into deep space while rewarding the time and effort to get there.
  • SRV MkII (The Rhino) – This is a new, slower but slightly larger version of the Scarab, with a weaker main turret but much more cargo space. The MkII also carries a surface drill rig which can be used for various things, like surface ore mining, and collecting surface core samples!
  • Surface Core Samples – These are rare random locations found with in conjunction with the SRV scanner and heatmaps which allow the commander to use the drill rig on the SRV MkII to drill through the surface and collect a planet core sample, which takes 1T of cargo rack space and can be flown back to civilization and sold for large credit values. Again the cores increase in value with distance from SOL. The new DSS heatmaps can be used to locate areas on planets with the best chances of finding surface core spots, but much SRV searching will still be required to find them. In general though they will procedurally spawn around areas of increased surface terrain geometry, like large canyon or mountain networks or inside craters.
  • Caves - Implement caves as random procedurally fixed terrain features. Accessible by both sinkholes (surface holes like on Earth's Moon) or by sloped entrances in craters/mountainsides/canyon walls. Large enough to drive the SRV in, some might even be large enough to fly the ship into, and with a high probability of finding materials, fungal life, surface ores, scannable geologic formations, etc within. Also prime locations for surface core collection points!
  • Rogue Planets - Fully landable but very rare planets found in the new Natural Signal Sources, with potentially everything that can be found on normal planets, but with much more robust terrain geometry. These planets have gone through hell, so they can potentially have very extreme terrain features and crazy POI clusters. Extremely valuable surface core samples, as long as you can locate them!
  • Exploration Internal Slots – Certain ships get additional internals that can be used for exploration related modules; like both scanners, fuel scoops, and the AFMU.
  • Neutron Battery – New utility slot module, can store one charge of a neutron jump for the FSD. This could allow explorers to potentially use neutron stars to jump into very remote systems which would normally strand the ship with no way to return. Filling the battery takes longer than normal FSD charging though, thus more time spent fighting the jets and much greater damage done to the ship. Plus activating a neutron battery can potentially overload systems and cause additional random module damage.


All of the above is meant to add some interactivity to exploration making it more engaging while also giving explorers more to do, more options of what to explore for, and also adding more risk to exploration too. It's a foundation of interactive mechanics enabling additional future content to be utilized for gameplay purposes, not just eye candy.

Here are a few more additional ideas for exploration to improve it even further:


EXPLORATION ODDS & ENDS: Quality of life improvements, just nice to have stuff that really effects everyone, but more so explorers.


  • Greater Diversity in Planet Coloring - Get rid of the galactic beige plague that has infected 97% of landable high metal content and metal rich worlds! It's fine to have some monotone planets, but there needs to be interesting looking planets with color diversity too. Exploring planets with interesting and varied terrain is much more fun than monochrome worlds. You only need look to our own solar system to see plenty of real life examples. (Frontier has already stated they want to improve this eventually, as of March 2017)
  • Black Hole Accretion Discs - Make large black holes look more scenic, more like the physicist Kip Thorne predicts they do. Like the movie Interstellar's black hole!
  • Planetary Ring Shadows - Yeah it's probably not an easy one to implement into the Cobra Engine, but it would be so much more scenic and immersive if planet rings cast shadows on the planets, especially down at the surface level.


ADDITIONAL PLANET TYPES: As more planet types are enabled for landings even more content can be added to exploration, bringing greater depth to the role while also bringing much greater dangers too.


  • Volcanic Worlds - Explore planets with magma flows, lava oceans, superheated geysers, and volcanos of many sizes. Magma and lava can inflict great damage to SRV's but surface core samples from these worlds can be incredibly lucrative, so pilots must take care when driving around searching for them. Also flying the ship through superheated geysers or volcanic eruptions can ruin a day real quick, but the interiors of volcanos can be exceptional locations for scans or core samples. It's wiser to find caves and enter volcanos in the SRV that way, but great care must be taken when doing so.
  • Gas Giants - Flying down inside beautiful gas giant atmospheres can be dangerous, but profitable. Fuel scoops can be used to collect valuable atmospheric samples which take up 1T of cargo space by locating "pockets" on the radar and flying into them, this is time consuming though. Terribly strong winds can buffet the ship making controlling flight difficult, and huge storms with lightning strikes can cause great damage quickly, even causing module malfunctions. Some worlds also have very acidic atmospheres as well which can damage the ship over time. However, some rare gas giants also have life forms flying inside of them, and these can be scanned for incredibly valuable data.
  • Atmospheric Worlds - These planets are rich in resources and very scenic to explore, some even have life, but atmospheres can cause problems too. Some worlds are plagued with very strong storms of various types: electrical, gale force winds, acidic, and particulate. Lightning can cause terrible ship damage, winds can throw ships around like paper planes making landing or flying low dangerous, acid rains can eat hull away. Heatmaps from the DSS can show weather systems on the planet, so the pilot can fly to elude them and be safe, but weather is often unpredictable, so diligence while exploring is necessary, and a hasty retreat back into "safe" outer space may sometimes be prudent. Despite the dangers though, everything on these worlds are valuable: materials, data scans, surface core samples, ores to mine, etc.
  • Dark Systems - These are planets or planetary systems out in space that do not have main stars, thus no light in them at all nor any huge mass sources other than planets. They would not show in the galaxy map due to not being indexed, Stellar Cartography doesn't know they exist due to no light sources so they aren't in the computer nav banks. The only way to find them would be to search the nav panel on the ship's left console while traveling through space and look for any systems labeled as "UNKNOWN", as the ship's sensors would detect a mass jump point but wouldn't recognize it. (Possibly have a message pop up on the HUD when the ship detects an unknown mass source out in deep space?)


IN-GAME STELLAR CARTOGRAPHY GALACTIC RECORDS LEADERBOARD:: This would be a new competitive (non-combat) multiplayer feature for explorers where the game keeps track of discovery records for things like "oldest M type star", "youngest black hole", "largest ammonia world", and so on for dozens of categories. Each record would list the system and object name, the CMDR who discovered it and the date. The current record holder list could be accessed from anywhere via a Stellar Cartography button on the ship's GalNet menu under the cockpit's left UI panel. Whenever a CMDR scans a planet or star which broke a record they would be notified via a pop up after scanning, but in order to actually log the record and get credit for it the pilot would need to hand in the exploration data and sell it.

Please hire this man FD!
 
Hmm. What a fantastic thread!

What would I do?

Well - firstly I would definitely de-prioritise a lot of 'new features' and focus much more on really improving the core.

This would include:
1) Revamp the whole economy and currency valuable, we need a massive bout of inflation to devalue assets, but prices need to rise
2) Introduce the concept of asset age, that is food quickly perishes, technology halves in price every 6 months - only true commodities such as gold are only affected by market demand. Why? see 3)
3) Introduce proper storage of ALL assets - material, data, cargo, ships, modules. Introduce docking prices for space stations etc including docking charge and standing charge for sitters. Allow people to save cargo at locations, it will cost rent, and much of it might perish or devalue. Ships should cost to store, and should devalue with time like cars. We should not be able to always fix the integrity to 100% - as the ship ages.
4) Rebalance the price of storage, the price of missions, the price of bounty. Missions & Bounty pay too much, and trading is too easy to break into - it should be something you can only afford to start after gaining considerable capital
5) Stop listening too much to us fans! Heresy I know - but we're going to play anyway. I want the game to live on, and for that the game must attract more and more noobies. The game is far too difficult to get into for you average person.
6) Revamp the criminal system, wanted when MURDERING other non-wanted players - should not be easily shaken. And building up multiple murders should interest a sort of galactic Interpol who will seek you out in any non anarchy (increasing chances in higher security areas) to whip you. And by whip you, I mean not just destroy you spacecraft, but seize assets (money, ships etc)
7) You should be able to publish news articles in game, and if they get 'liked/read' they will be picked up from a local station and propagated appropriately
8) You should be able to create missions
9) When requesting a space station to transport a module, a ship or cargo to you, it should really happen, a vessel should be flying with it, there is a chance it could be stolen & destroyed
10) You should be able to buy a home, in an outpost or (more expensively a high security top notch space station). Security will suddenly become all important as to the safety and security of your assets
11) Spend much more time improving the game logic & variety of missions - there is so much lack of logic to many - why does a single spoiled tourist need 3 tonnes of clothes to make a 100LY journey more comfortable, when that journey only takes 5-10 minutes!! Why do we know that passengers are 'wanted'? Do they wear stripey vests? Follow-on missions should and could be so much more involving in proper generated random stories
12) I want vendettas. Nobody dies in this game, you simply get given a new sidewinder. So when you've killed Pirate Lord McColluch - why is he not going to make it a mission to come and get you back? Changing and hiding identify should be a serious way of life for pirates and bounty hunters which is costly and has consequences...

I could go on for ever! But I love this game, and I'll keep playing anyway...
 
I'd like to see more work on BH:
* Different Schwarzschild, Kerr, Kerr–Newman, stellar, intermediate mass, supermassive black holes
* Supernova remnants
* More work on visual effects (e.g. Doppler effect)
* Radiation effects and accretion disk if there is a source of matter near - like 3ly long jets near Great Annihilator
* Event horizon diving - it is a sphere where escape velocity is 1c, we can go 2001c (this could be available near massive BH only)
* Spaghettification - only if out of supercruise (active Alcubierre drive could flatten space near ship - additional heat generation?)

Maybe add FSD super-supercharging while EH diving, boost depending on BH mass - let us jump to Andromeda from Sag A* :D
 
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Only another few years before SC is released.. time is ticking for some exploration and some space legs in ED!

Ticktock

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I do think that the exploration game could do with more *danger*. Both general danger & situational danger-the latter, like Neutron Stars & White Dwarfs, would only be dangerous if you try to use the dangerous items for some kind of benefit. Maybe some property of Black Holes, for example, could give your ship an in-game boost......just as an example.
 
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