∞ probes?

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Meaning what? They are a means to an end; not an ends to a means. They are like bullets. No intrinsic value; their purpose is simple. Provide data. People will be doing this thousands of times. Once people learn and are competent, there is no further goal; efficiency will then hit a median point.

So what? You might say. Simple; it will turn probe use into an exception and will not encourage their use due to the drag-effect of materials consumption. This is not like repairing a ship. It's firing a one-shot widget into space. Something that will be done thousands of times.

Frontier is 100% on the right track here. Making probes a low count limited resource will not encourage anything other than frustration.

Like I said before, probe spam becomes another gate with no meaning. You play Moon Splatoon as much as you like with yet another fudge. I've learnt not to spam weapons, so I don't run out of ammo- I'd expect the same from consumable probes. If probes were like PD and set to 10,000 ammo that would allow a lot of scanning without 'being a drag'.
 
What reward?

In the live steam, they mentioned a bonus for hitting the probe efficiency goal. The exact details are not known (the context to me indicated the bonus was some extra cartography credits when you cashed in your data) but I think it's safe to say the reward is the bonus they mentioned, and that it's optional - a thing you can aim for if that's the sort of thing you enjoy.
 
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I still support the idea of unlimited basic probes and enhanced probes that need to be synthesized (with common materials).

In order to achieve a reasonable difference, the “surveillance radius” of basic probes could be a little bit reduced (by 5%?) while the enhanced probes cover more space?
This would also interact nicely with the efficiency bonus gameplay.

Edit: Additionally, the enhanced probes could possibly fly a litle bit faster.

What is this achieving? Apart from frustration from micromanaging and yet another resource farm (YARF) in Elite, despite the fact we already have multiple things to maintain; namely Ship Fuel, SRV Fuel, SRV Integrity, AFMU refill and Heatsink Refill? How many times will people use the enhanced probes before deciding, "you know what, I'll just use basic".

Roll on Beta.
 
Probes should consume some sort of resource and be limited for two reasons. In-game consistency and for having at least a tiny bit of decision making process. Even if they were required use just fuel for printing them (or whatever) and had a limit of something like 3000, is better that just "infinite".
 
I see why unlimited probes are necessary with how they work.
Sadly i imagined they would be reusable by having them orbit a body and map it
from low orbit, then return to the ship to refuel and get decontaminated.

I cannot get in touch with bombarding planets with probes, crashing them for scan results.
The same rule applies here, as did to prospecting limpets:
The rule of efficiency.
Loosing assets to gain a small insight is not efficient.

I'd welcome probes to be pre-packed in a larger number in the DSS scanner, with different DSS sizes
yielding a bigger "probe capacity", allowing multiple active probes across the board.
Upon destruction, like the SLF bay, a prepacked probe is made ready, and lost parts can be replaced
by synthesis, or you can salvage crashed probes via SRV.
Also probes consume your ship's fuel and refuel upon completing planetary circumnavigation on the set orbit.

That would be fitting gameplay imo.
Additionally allow players to replenish other players' probe supplies via a transfer option.
That opens up playstyles and a new role for fuelrats.

As much good as apparently comes with the explo update, as much potential is left out.
 
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Not a fan of the infinite probes, sorry.

Give the scanner a large number (10's of thousands perhaps), but there should be a reason to occasionally have to restock.

There's concerns about existing players out in the black missing out. I've 2 answers to that:

1. Boohoo. I had to make do without an engineered FSD until just the other week too. Yes, for some updates, people have to go back home in order to enjoy the new gameplay. The probes are *new* *additional* content, so people are not going to have *less* than what they currently have. Yes, I know this is a nasty "answer", but, I think, still a valid one.

2. Alternative ways to gather materials. To recap, we can currently (while out in the Black):
* Gather using SRV
* Gather using mining laser

Both of these require a certain amount of equipment to already be on a ship; not everybody has that equipment.

Therefore I propose (basic) Free-floating Materials in space.
* in rings?
* in new deep-space USS's?
* around comets (would need to expose these in the game enginee, but they are apparently already in the stellar forge)

This proposal means that -everybody- should be able to gather the relevant mats irrespective of their ship or its loadout.
 
Probes should consume some sort of resource and be limited for two reasons. In-game consistency and for having at least a tiny bit of decision making process. Even if they were required use just fuel for printing them (or whatever) and had a limit of something like 3000, is better that just "infinite".

Why ?

What does clicking in a menu to refill bring to the table ?

Either it's trivial (requires fuel) and therefore pointless, or it does matter (aka use non trivial ressources, or common ressource in large enough amounts
to matter) and then it's SRV refuel faff gameplay all over again. I can't see a good reason beyond "because immersion". Yet we have zero weight materials,
radiation proof canopies, manoeuvre engines that can generate 10G of acceleration and other such impossible things, but here we are with the immersion
"problem" du jour.
 

Lestat

Banned
Here what I looking at infinite probes. The player can be drunk or op in spray and pray and shoot 20 Probes randomly and have an I win button. Sounds like a game for my 6-year-old nephew would play.

You eliminate Target practice and use fewer probes and having a limited amount of probes it would require to be more skill to scan a full system. Because you don't want to waste Probes.

I guess that why people want infinite is they don't want any challenge in exploration.
 
I don't like the idea of infinite probes at all. I would have liked the idea of being forced to do something - although not too time consuming - to produce new probes while exploring, e.g. collecting some materials. However, this should be compensated by an alternative way to get the same results, i.e. cartography and finding surface objects, namely by using the surface scanner and orbiting the planet at a certain distcance. So players would have the choice of using either the ship scanner or probes.

This would be great for immersion and also for gameplay, because you can use different methods for the same results.
 
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Why ?

What does clicking in a menu to refill bring to the table ?

Either it's trivial (requires fuel) and therefore pointless, or it does matter (aka use non trivial ressources, or common ressource in large enough amounts
to matter) and then it's SRV refuel faff gameplay all over again. I can't see a good reason beyond "because immersion". Yet we have zero weight materials,
radiation proof canopies, manoeuvre engines that can generate 10G of acceleration and other such impossible things, but here we are with the immersion
"problem" du jour.

Totally agree and repped [up][up]
 
Yep, I've done both and the anaconda certainly got all the mod cons. A bit of canyon racing is always fun. I just prefer flying the smaller ships.

In light of the recent changes Im making an exploration Cutter. Ill race through the canyons tilted sideways so I can fit.
 
I'm quite happy with what I've seen yesterday. The guys made a good job and they deserve all the respect from this community.

Perfection does not exists and the infinite probes (in my personal opinion) are the imperfection in a much bigger and well done process.

The reasons why I don't like them are mainly 2:

1. Probes mapping was supposed to be a skill-based activity. With infinite probes I can hold down the trigger, move the launcher to various directions and literally BOMB the planet with probes. This sounds to me like a HONK mechanics.

2. The need to collect materials was a reason to land on the planets during exploration and to alternate the routine activity of scanning planets with something a bit different. I still think that a better compromise could have been found.
 
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Why ?

What does clicking in a menu to refill bring to the table ?

Either it's trivial (requires fuel) and therefore pointless, or it does matter (aka use non trivial ressources, or common ressource in large enough amounts
to matter) and then it's SRV refuel faff gameplay all over again. I can't see a good reason beyond "because immersion". Yet we have zero weight materials,
radiation proof canopies, manoeuvre engines that can generate 10G of acceleration and other such impossible things, but here we are with the immersion
"problem" du jour.
So why do we have fuel consumption at all? This game is all about operating a space ship, I am no sure simplifying it would cater to it. There needs to some sort of balance to the probes count. Also regarding mats, they have at least some sort of limited space.

I agree SRV game mechanics are still pretty weak, especially since it doesn't handle that well.
 
Give the scanner a large number (10's of thousands perhaps), but there should be a reason to occasionally have to restock.

Why? Also this is special pleading; you're already exampling a number so large that unless you're out for more than a few weeks it's functionally equivalent to unlimited. So what problem is this actually solving?

I have no problem with Frontier sticking to the current plan and have this confirmed as a relevant concern, or not, during beta. When actual experience will tell us just how relevant the ammo count is. Frontier have put a ton of work in; let's see what that looks like, first.

So why do we have fuel consumption at all?

Special pleading, leading in to slippery slope. Perhaps we can go for a trifecta? No offence; we already have countless consumables as it is. Adding one more, will not ostensibly improve the mechanic, instead it will dissuade use because of the material tax associated. Presumably this is the intent; to somehow induce a "skill" curve, which will in fact simply be an impediment and generate frustration due to materials collection, that is amply exampled here, as it is.

Nope; happy for Beta to go on as planned, with the associated changes as already tabled. No interest in enforcing outcomes on others, and I would rather see how this works at all; probe ammo strikes me as being a very low-order concern.
 
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Why? Also this is special pleading; you're already exampling a number so large that unless you're out for more than a few weeks it's functionally equivalent to unlimited. So what problem is this actually solving?
I am a bit exaggerating: Instead of pointing at planet and waiting for a scan to complete, you now have to aim a bit and fire some probes at a planet. If there is now downside to it, besides the arbitrary efficiency limit, what is the point at all of this mechanic, if you have unlimited probes.

Edit: The ideal game loop would enable a player to acquire a needed resource while doing said activity or during an adjoined (correct wording?) activity or, if it is only achievable during a completely different activity, then it has to be more easily archivable.
 
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My proposal...
Change Basic and Intermediate Scanner: instead of reduced range they have reduced probes stock quantity.

-BASIC SCANNER: 200 probes (example only)
-INTERMEDIATE SCANNER: 2000 probes
-ADVANCED SCANNER: unlimited

-It's inline with the current game modules limitations;
-It would make everyone happy;
-Explorers out in the black don't need to come back to buy a SRV because they already have an advanced scanner;
-It would solve the non-horizon players issue by forcing them to use the advanced scanner only.

Proposal here:
https://forums.frontier.co.uk/showt...-Advanced-got-unlimited?p=7090268#post7090268
 
My proposal...
Change Basic and Intermediate Scanner: instead of reduced range they have reduced probes stock quantity.

-BASIC SCANNER: 200 probes (example only)
-INTERMEDIATE SCANNER: 2000 probes
-ADVANCED SCANNER: unlimited

-It's inline with the current game modules limitations;
-It would make everyone happy;
-Explorers out in the black don't need to come back to buy a SRV because they already have an advanced scanner;
-It would solve the non-horizon players issue by forcing them to use the advanced scanner only.

Proposal here:
https://forums.frontier.co.uk/showt...-Advanced-got-unlimited?p=7090268#post7090268

I'm cool with this! Perfect proposal!
 
I am a bit exaggerating: Instead of pointing at planet and waiting for a scan to complete, you now have to aim a bit and fire some probes at a planet. If there is now downside to it, besides the arbitrary efficiency limit, what is the point at all of this mechanic, if you have unlimited probes.

Because this was asked for. Probes were asked for. Frontier for once is being practical and for the beta is introducing them as unlimited because why even have a limit, that would be an arbitrary value anyway and have no real meaning; it'd just create frustration.

There isn't supposed to be a downside to using probes? Why would one presume there has to be? I don't understand this line of thinking. Why are we punishing people for using a purpose designed mechanic?
 
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