∞ probes?

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You know that railguns here in ED reflect electro-magnetical coil guns,
not chemical guns to my knowledge?
You just needs some form of metal or shrapnell to propel.
A probe requires multiple parts including sensor arrays,
a communication device, FSD propulsion and the hull.

I agree with this, which is why these probes (and advanced synthesis FTM) make no sense based on how Frontier describes them, especially in comparison to prospector limpets. Take it even a step further and consider how collector limpets "expire" after a short amount of time, and compare and contrast this to our infinite supply of FSD-equipped planetary probes. The internal consistency of this game is severely broken :(

That said, in for a penny, in for a pound, so I welcome infinite probes. I try to avoid synthesis, and I'd hate it to be forced onto me. I can mindsplain away these probes as being plasma equivalents of a submarine's active sonar, and that solves the infinite supply problem. And if I really wanted to do exploration in "hardcore mode", I'd load tons of Telemetry Suites into my cargo hold and eject one canister for every 100 probes launched until I run out, at which point I'd have to go to a station to buy more.

People losing their mind over infinite probes really are jumping up and down on the incredible thin ice of supposed logical consistency in ED that was forfeited some time ago :p
 
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Because synthesising requires Horizons, and while most people have it as long as ED supports just the base game then none horizons players wont be able to get the mats.

Everything else that is a consumable is able to be replaced at a station

Honestly, they need to bring Horizons into the base game. From what I hear this is the direction that Fdev is going, away from the seasons and DLC walls. So it might be that you non-horizons owners will finally get it.

From what I've read, Fdev makes more money on the cash store sales anyways. So Im down with giving everyone horizons if it means bringing those mechanics into the game proper and using them as part of the "Master Plan"
 
Would you have it return automatically or do you have to collect it?

If its manually that seems like an awful waste of a players time having to fly and pick them up all the time. Also what happens if you drop connection do they automatically return or do you lose them? If its auto returned then it would probably be quicker to relog to collect them.

If its automatically why not just have the DSS essentially work like it does now instead of developing probes? As the player would just be sat around waiting for a probe to return.

Even if they worked like a mini SLF and you had to fly around the body scanning it it seems like it would take a long time and get boring really quickly.

The system now seems like a decent'ish compromise - fairly fast with little time sat doing nothing with

I'd make the return automatically after a single circumnavigation, requiring the explorer to stay put.
But you would be able to use the gravity of the body and the ui-elements to fire off the probe in a set orbit.

And here starts an idea for a compromise between both sides, those who argument validly with
having a finite amount of probes can lead to explorers left in the open without any means to DSS anymore
,
and the immersive ones who want ammo consistency:


Probes act like a ship and are propelled via FSD, while gravity influences their flightpath.
Since the influence is dictated by the planet gravity, FD have the option to annul this influence,
this is important for the suggestion.

Make the DSS scanner a hybrid module.
Allow to launch probes, but also retain the ability to scan the body, when in probing range.
If you have no more probes you can scan the planetary surface, while staying put and focussing the
reticule on a single spot.
This will work as if a probe had been started, but way slower and with a reduced sensor spread upon "impact".
The "shadow probe" just isn't animated, doesn't require ammo, is immune to gravitation influence, flies straight
and is the backup option for when the real probes are empty.

So you can basically shoot probes the normal way, but with ammo cap and auto return refuelling
for a fraction of your ship's fuel after circumnavigation,which will scan a ring area along their low orbit,
while the backup option just scans a certain reduced radius around the focal point of backup DSS scan.

Last but not least make the probe a pilotable object in multi-crew,
so MC explorers can enjoy their time and we will see some probing
shenanigans in MC ;)

All could be happy with that.
 
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The internal consistency of this game is severely broken :(

There never was internal consistency to begin with. Because its a game. But we accept a maximum range for lasers in a vacuum, unlimited instant teleportation upon death, an insurance system that would bankrupt any insurance company in hours, the inane notion that spaceships in the future are piloted by actual humans, the fact you can get shot in the face by a huge multi-cannon when your canopy is breached with just a loss of some hull etc etc etc.

Any game that is consistent, sensible and realistic will instantly be no fun at all. As you say: its nothing new. Its just an argument people use when they dont like something in and of itself, but feel they need a more convincing argument. Well, this ain't it. :p
 
I'd make the return automatically after a single circumnavigation, requiring the explorer to stay put.
But you would be able to use the gravity of the body and the ui-elements to fire off the probe in a set orbit.

And here starts an idea for a compromise between both sides, those who argument validly with
having a finite amount of probes can lead to explorers left in the open without any means to DSS anymore
,
and the immersive ones who want ammo consistency:


Probes act like a ship and are propelled via FSD, while gravity influences their flightpath.
Since the influence is dictated by the planet gravity, FD have the option to annul this influence,
this is important for the suggestion.

Make the DSS scanner a hybrid module.
Allow to launch probes, but also retain the ability to scan the body, when in probing range.
If you have no more probes you can scan the planetary surface, while staying put and focussing the
reticule on a single spot.
This will work as if a probe had been started, but way slower and with a reduced sensor spread upon "impact".
The "shadow probe" just isn't animated, doesn't require ammo, is immune to gravitation influence, flies straight
and is the backup option for when the real probes are empty.

So you can basically shoot probes the normal way, but with ammo cap and auto return after circumnavigation,
which will scan a ring area along their low orbit, while the backup option just scans a certain reduced radius
around the focal point of backup DSS scan.

All could be happy with that.

Have you considered not worrying about it ?.
 
What they essentially are ... are slugs they are shooting at the planet to have it detonate on the surface and kick up energy that will reflect back on the sensors. Different images can capture what sorts of materials are spewed up into the sky.

So essentially they are mini supercruise engines with a bomb on them. The ship records all the telemetry and reflected data.

So really they are dumb probes and can be small and compact.

I just want to collect materials to make them.



You actually travel without an SRV? Thats insane. SRV's in the future should have a multitude of tools to help you survive out in the deep. They just haven't added them yet.

Exploring the galaxy SHOULD NOT BE "jump win, jump win, jump win". It should be like "lost in space" where you are always patching your hull and finding ways to survive and thrive.


Source for "they are a bomb"?

Could be radar or some other type of scan thingy. Would be typical of the human race to go throwing bombs at pristine planets though.
 
Honestly, they need to bring Horizons into the base game. From what I hear this is the direction that Fdev is going, away from the seasons and DLC walls. So it might be that you non-horizons owners will finally get it.

From what I've read, Fdev makes more money on the cash store sales anyways. So Im down with giving everyone horizons if it means bringing those mechanics into the game proper and using them as part of the "Master Plan"

I'd be happy for them to give everyone Horizons (I already have it BTW - and it was Djtruthsayer and Malic that brought up none horizons players to Frontier when they visited last month) . In fact Frontier would probably love too as well as it means less versions for them to have to program for.
 
I'm not bothered infinite or not.

I'd say though, you are all complaining again without even having tried it.

What your imagination says isn't immersive and the reality of it are two entirely different things.

Infinite range honk as in the current implementation is one that no-one gives an actual monkey's about but had you been asked it'd be endless "immersion ruined" all over the forum for 50 pointless pages.


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.

On this, as I say I don't really care one way or another, but for the love of God don't force me to grind to explore, or literally stop playing the game before I can continue (ship timers) we have enough of this in the game already and it's awful.

All I want is to be ablet to go out and explore and enjoy the experience, without arbitary pointless barriers put in the way for some people's personal sense of "immersion", because they can't face the reality that they're playing a bloody computer game.

Especially so when those ideas are conjured up by armchair game designers, who haven't even tried the thing and who's imagination as to what "ruins the game" often seems to run away with them.
 
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Hydrogen becomes a metal if compressed with enough atmospheres. Could be used for the seconds a probe will need to travel to a planet, perform its scan-task and then disintegrate.
 
To the people that try to compare having ∞ probes to having ∞ limpets for mining ships and ∞ ammo for combat ships.

Does someone in a mining ship have to travel thousands of LY to restock limpets in a station?
Does someone in a combat ship have to travel thousands of LY to restock ammo in a station?

When the answer is yes to one or both then we can talk about making limpets and/or ammo ∞. (Keep in mind that i do mine from time to time)
 
I think peopke are afraid of collecting materials and synthesis because they've never did it. It's such an easy and quick thing! Proves were supposed to be made with common materials that's why I was in favor of synthesis. But we could have both... Basic scanner with limited and advanced with unlimited
 
There never was internal consistency to begin with. Because its a game. But we accept a maximum range for lasers in a vacuum, unlimited instant teleportation upon death, an insurance system that would bankrupt any insurance company in hours, the inane notion that spaceships in the future are piloted by actual humans, the fact you can get shot in the face by a huge multi-cannon when your canopy is breached with just a loss of some hull etc etc etc.

Any game that is consistent, sensible and realistic will instantly be no fun at all. As you say: its nothing new. Its just an argument people use when they dont like something in and of itself, but feel they need a more convincing argument. Well, this ain't it. :p

Your examples are not of internal consistency, but rather just real-life physics vs game play. An example of broken internal consistency is the 1 ton prospector limpet that have mass and volume, yet is quite limited in capability compared to the volumeless, massless, yet arguably more complex planetary mapping probes of which we have an infinite supply. Speaking of volumeless and massless, materials vs. cargo is another internal inconsistency. Then there is telepresence, the demand for trade in a world where anything can be 3D printed from rocks, etc. and so on. I don't expect a game to follow the rules of real life (though approximations of real life can make a game more fun IMO), but I do like games to stick to their own rules - this is what I consider internal consistency.
 
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I'd make the return automatically after a single circumnavigation, requiring the explorer to stay put.
But you would be able to use the gravity of the body and the ui-elements to fire off the probe in a set orbit.

And here starts an idea for a compromise between both sides, those who argument validly with
having a finite amount of probes can lead to explorers left in the open without any means to DSS anymore
,
and the immersive ones who want ammo consistency:


Probes act like a ship and are propelled via FSD, while gravity influences their flightpath.
Since the influence is dictated by the planet gravity, FD have the option to annul this influence,
this is important for the suggestion.

Make the DSS scanner a hybrid module.
Allow to launch probes, but also retain the ability to scan the body, when in probing range.
If you have no more probes you can scan the planetary surface, while staying put and focussing the
reticule on a single spot.
This will work as if a probe had been started, but way slower and with a reduced sensor spread upon "impact".
The "shadow probe" just isn't animated, doesn't require ammo, is immune to gravitation influence, flies straight
and is the backup option for when the real probes are empty.

So you can basically shoot probes the normal way, but with ammo cap and auto return refuelling
for a fraction of your ship's fuel after circumnavigation,which will scan a ring area along their low orbit,
while the backup option just scans a certain reduced radius around the focal point of backup DSS scan.

Last but not least make the probe a pilotable object in multi-crew,
so MC explorers can enjoy their time and we will see some probing
shenanigans in MC ;)

All could be happy with that.

The question then would be how long does each circumnavigation take?

If a player ends up sitting there for 5 mins waiting for probes to return or even longer in your alternative method people just aren't going to want to sit there that long - especially as they could of taken 5 mins or even half an hour to fly to a planet (or even longer if the planet is really far out).

That could add up to a really long time of players not doing any thing at all.

As it stands i bet they could of mapped that planet in a minute or two if they weren't explaining it
 
On this, as I say I don't really care one way or another, but for the love of God don't force me to grind to explore, or literally stop playing the game before I can continue (ship timers) we have enough of this in the game already and it's awful.

I can assure you that collecting common materials is not a grind at all. I'm full of these and I didn't even noticed. The first time I had to refuel the srv I had something like 30 refills available! But as I said a solution to make everyone happy is out there so why not?
 
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I think this would be the best compromise to allow for infinite probe use, but remove the current gamey feeling:

I made a suggestion on Feature and suggestion request. But here the basis of the idea.

Ok. My idea is you can have 250 probes already made. When you use a probe it takes 5 minutes to have a new probe made. That the Unlimited part. Now your Surface scanner is in a Module 5 slot. you can have up to 1,250 already made probes. This would work for non-Horizon players or Horizon player.

Now You can bypass the 5-minute timer by using common materials. When you run out of 250 probes it will automatically refill up to 150 times if your common materials resource is full. So you can have 37,500 probes.

Or an added idea. Any unclaimed module space could be used for Probe storage but Weight might be a factor.

So you all get your unlimited But you have to wait for them to be made if you run out.

Probe idea Unlimited with drawbacks

They can do it in 4 easy steps:
- increase the clip size to 250 or whatever
- change the HUD graphic to a single vertical bar with this number somewhere
- increase the clip refresh rate from the current 3 seconds, to 1 minute or 5 minutes or whatever
- during beta, gather statistics (only from the guys staying within the 6 probes/planet target) on how many probes they eat through in an hour, and adjust the refresh rate accordingly

But they won't do that, will they, because the mechanic is now set in stone, and the beta is nothing more than a glorified community outsourced QA test, which in the past we had to pay for....
 
On top I see additional gameplay for groups like fuel rats tgat could refill explorer with probes.. We just need the function to transfer probes
 
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