I can´t believe this is still going on :-o
I'd suggest that adding a mechanic so simplistic would add nothing of significance in terms of gameplay, at which point it becomes a meaningless timesink created to give the impression of complexity where none is required. But hey, that's opinions for you.
I'd suggest that adding a mechanic so simplistic would add nothing of significance in terms of gameplay, at which point it becomes a meaningless timesink created to give the impression of complexity where none is required. But hey, that's opinions for you.
An Infinite Probes thread deserves an Infinite DiscussionI can´t believe this is still going on :-o
An Infinite Probes thread deserves an Infinite Discussion
Not to worry the forum junkies will move on to some other outragefest shortly.
B...but... mah <Yamiks> IIIIIIMMMMMMUUUURRRRRRSSSSSHHHHHHUUUUUNZZZZ! </Yamiks>
Even Yamiks, in the livestream last night, was in favour of infinite probes. Which surprised me a bit, but hey![]()
Even Yamiks, in the livestream last night, was in favour of infinite probes. Which surprised me a bit, but hey![]()
What cool stuff could evolve out of limiting probes?But what cool stuff could evolve out of limiting probes and making the whole stuff skill based is not considered.
What cool stuff could evolve out of limiting probes?
Even Yamiks, in the livestream last night, was in favour of infinite probes. Which surprised me a bit, but hey![]()
As i said multiple times:
- something alike fuel rats, providing probes as restock
- checking more USSes maybe for left over probe parts, stumbling upon discoveries
- a better representation of probe mechanics, allowing them to map and return, not get crashed and wasted
- optional improved probes via synthesis for those who feel like investing to shorten scan times
- generally improving your gameplay as its won incentive to not waste probes, only having to refuel them
What you have currently just is another window dressing, that will lead to probe spam to save time.
Basically it is a minigame that just is superfluos, as the probes are unlimited and there is no incentive to learn,
hitting the minimum probe amount just adds measly credits.
As i said multiple times:
- something alike fuel rats, providing probes as restock
- checking more USSes maybe for left over probe parts, stumbling upon discoveries
- a better representation of probe mechanics, allowing them to map and return, not get crashed and wasted
- optional improved probes via synthesis for those who feel like investing to shorten scan times
- generally improving your gameplay as its won incentive to not waste probes, only having to refuel them
What you have currently just is another window dressing, that will lead to probe spam to save time.
Basically it is a minigame that just is superfluos, as the probes are unlimited and there is no incentive to learn,
hitting the minimum probe amount just adds measly credits.
Sit and wait isn't a popular video gaming thing.
I think you're confusing Probes with Limpets.
That is why my original proposal tied in Multicrew as an aspect of the
proposed idea, allowing the "gunner" role to pilot the limpet directly
creating a gameplay opportunity.
Is there that big of a difference?
They are basically as of the livestream infinite
"porbing limpets", with the same aspect of material
inefficiency as prospectors.
Fire and forget, that is not very economical.
I would wet myself laughing if upon Beta we all discover that the infinity sign is replaced by a number, lets say 10,000 - which never changes![]()
Unless they're free, then it's more like "spit and forget". Remember the last time you ran completely out of spit?
Doesn't that directly contradict every other module
in game that uses "sophisticated" sensor drones
for specific tasks?