∞ probes?

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Agreed... I can't see materials being a viable (sole) answer to probe generation.

Hence the "Fuel Scoop" in specific rings types or around specific gas giant types. Fairly easy to add I suspect, and would add the necessary "juggling" to add to consideration and reward to keeping your number of probes topped up ;)

You might not want to make that assumption too quickly. I'm a computer programmer, and the layman always thinks some things are easy turn out to be crazy hard, and things they think should be hard that I end up doing in a couple of minutes.

We don't know what their code looks like, we can't just assume this is easy.

I don't like your fuel scoop idea, it's just a slightly less worse version of synthesizing probes as far as I'm concerned. You're still making people stop exploring and do some fiddling b/c a portion of the community doesn't like the infinity symbol. Just, no. The only person we know of that has tried the game with craftable probes is Adam and he said it wasn't worth the trouble of trying to balance and broke the flow of the game too much.

It's not going to change now.
 
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You might not want to make that assumption too quickly. I'm a computer programmer, and the layman always thinks some things are easy turn out to be crazy hard, and things they think should be hard that I end up doing in a couple of minutes.

We don't know what their code looks like, we can't just assume this is easy.

I don't like your fuel scoop idea, it's just a slightly less worse version of synthesizing probes as far as I'm concerned. You're still making people stop exploring and do some fiddling b/c a portion of the community doesn't like the infinity symbol. Just, no. The only person we know of that has tried the game with craftable probes is Adam and he said it wasn't worth the trouble of trying to balance and broke the flow of the game too much.

It's not going to change now.

Here you go, a bit of fun... :)

The Fuel Scoop in Asteroid Fields done in pseudo-code (Coded games and synths in machine code to internet web solution to enterprise business solutions - So I do understand a little about the field ;))
Code:
IF (IN_ASTEROID_BELT=true & ASTEROID_BELT_TYPE="metallic" & FUEL_SCOOP=true)
  IF (PROBES < 200)
    IF (LAST_TIME != $CURRENT_TIME[hhmmss])
      PROBES = PROBES + 20
      IF (PROBES >= 200)
        PROBES = 200
        MESSAGE "PROBES AT MAX CMDR!"
      ELSE
         PLAY FUNKY_PROBE_GENERATION_SOUND
      ENDIF       
      LAST_TIME = $CURRENT_TIME[hhmmss]
    ENDIF
  ENDIF
ENDIF



As for your comment "You're still making people stop exploring and do some fiddling b/c a portion of the community doesn't like the infinity symbol"... No... No and ps, no!

The idea is to make economic use of probes worthwhile and reward it.

The idea is to make wise, considered game choices worthwhile and reward it. eg: I'm on my way SC'ing to a rocky planet to "probe" it. While in SC I duck into the ORREY MAP and see a planet with metalic rings in enroute. I remember my probes are down to 50 so consider the situation, and decide I'll stop off at that ringed world, probe it while I'm there, and also duck into the ring to quicky top up my probes.

It's about giving the CMDR something else to consider, weigh up, and the chance for them to do something else well...



ps: "It's not going to change now" - You're more than likely right. Doesn't mean we can't discuss it, and potentially "learn" from it though. ie: Learning from mistakes can be valuable :)
 
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This thread has been brought to you by the letters “D” and “H”, and by the number ∞.

giphy.gif


The Dead Horse Society reminds all readers to keep it up, as matter can be neither created nor destroyed.
 
The thought of grinding for probes is not fun at all.

I agree... So why make it a grind?

To give you my example from a few posts ago (where you generate probes simply by fuel scooping for example in metal rich rings?):-

The idea is to make wise, considered game choices worthwhile and reward it. eg: I'm on my way SC'ing to a rocky planet to "probe" it. While in SC I duck into the ORREY MAP and see a planet with metalic rings in enroute. I remember my probes are down to 50 so consider the situation, and decide I'll stop off at that ringed world, probe it while I'm there, and also duck into the ring to quicky top up my probes.


Does that sound like a grind if you have to do it once every say 30-50 worlds you probes in entirey? Several minutes out of several hours+ of exploration to top up probes? But something you can try and do wisely and well? And something that means efficient use of probes means something?
 
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The thought of grinding for probes is not fun at all.

One person's grind is another person's gameplay

Personally I would rather there be lots and lots of "little" grinds in the game and less of the massive grinds. I would also rather they be continual rather than a huge grind you do once then never again. Eg engineers at launch and guardian blue prints at launch, massive grinds and I get why people didn't like em.... But 20 mins out of your exploration every 5 hrs or so personally I think that is fab
 
It's about giving the CMDR something else to consider, weigh up, and the chance for them to do something else well...

No thanks, you're just adding more time sinks. On top of a game that already has too many time sinks. No matter how you spin this as something good it still boils down to an explorer heading toward a planet to probe it, looking at their probe count, groaning, stopping their trip and going away to do whatever it is that gets more probes. That does not sound like fun gameplay. At all.

I think that's it for me on this topic. Can't wait to see infinite probe exploring, and for the detractors in this debate to join their fellow telepresence immersion friends.
 
I'm thinking at this point it might be worth a new thread, maybe in the Exploration forum where the sensible people are, and shutting this one down.

People seem terribly confused about the difference between finite probes and craftable probes.

Many of the good solutions I've seen are NOT crafting solutions and don't mean SRV material gathering, but do involve some notion of finite. We keep getting bits of useful/interesting discussion going but it quickly resets back to :

I DON'T WANT TO CRAFT AND GATHER MATERIALS
/
[mad]

Then pages of pointless repeat arguments rehashing what was said on page 2.
 
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No thanks, you're just adding more time sinks. On top of a game that already has too many time sinks. No matter how you spin this as something good it still boils down to an explorer heading toward a planet to probe it, looking at their probe count, groaning, stopping their trip and going away to do whatever it is that gets more probes. That does not sound like fun gameplay. At all.

I think that's it for me on this topic. Can't wait to see infinite probe exploring, and for the detractors in this debate to join their fellow telepresence immersion friends.

A "time sink" which in reality would probably equate to minutes in several hours of exploration, and which would reward good play and wise choices in game. So we don't want more of that?
 
I agree... So why make it a grind?

Because that's all Elite has to offer by way of gameplay.

Engineering upgrades/guardian modules are locked behind grinding out reputation and materials to get what you desire.

Powerplay consists of delivering bundles of leaflets numerous times or killing multiple numbers of npc to make a difference.

Need I go on.
 
Because that's all Elite has to offer by way of gameplay.

Engineering upgrades/guardian modules are locked behind grinding out reputation and materials to get what you desire.

Powerplay consists of delivering bundles of leaflets numerous times or killing multiple numbers of npc to make a difference.

Need I go on.

One would think you don't actually like the game ....... :)
 
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AFMs... how do non-horizons players restock them?

Just asking....

Was just about to post something similar.

It's nice to try and come up with new and easy ways of obtaining raw materials in order to accommodate non-horizons players (and for general ease) but why bother making it easier to re-stock probes than it is to restock an AFMU, HSL, SRV fuel or even ammunition... not to mention things like FS injections too?

This is where FDev could really do with just looking at the mat'-recipes for everything and deciding what stuff should be tough to restock and what stuff should be easy - so that restocking them can become a routine part of exploration, as well as being possible for non-Horizons players.

IMO, stuff like basic and standard heatsinks, FS injections, limpets and AFMU ammo should ALL be possible to restock using mat's that are possible easy to collect almost anywhere in the galaxy, from the surface or from rings so that an explorer can "live off the land" almost perpetually during a voyage.
And then just add probes to that list of stuff too.
 
At least one thing is crystal clear, for the next 12 months any time anyone mentions anything good about the game, there will be that special select group of players that will respond with "But what about infinite probes, it destroys the game". Not withstanding the fact they are using them probably on a daily basis, not withstanding the fact that they don't really care whether the amount of probes carried is 10, 100, or endless, it will just be their go to whine to prove to everyone else how bad the game is.
 
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