Problems with Exobiology and proposed solutions

Since Community Manager @Bruce G asked someone else for their issues with exobiology (see the post here), I thought I'd write up mine too. So, here's my list of issues with exobiology, the problems in detail, and my proposed solutions to them.

1. Exobiology has no interaction with the rest of the game
You do exobio for a small amount of credits (lower even than exploration) and personal rank progression, and that's all. There's no BGS impact, no missions, no Engineering materials, nothing. Once you've seen most of what Odyssey life has to offer, and once you've unlocked all the cosmetics (which was a nice idea, by the way), there's little reason to keep doing exobio. I feel that the career path overstays its welcome, and most everyone seems to be of the opinion that you'll feel like you have seen it all well before you'd hit Elite.
Solution: tie the selling of samples in with the BGS, offer exobiology-related missions (long ranged missions could go quite nicely here: "go to this distant system and get us samples from there"), add the ability to trade data samples for materials instead of credits, and so on. Really, just have the activity do something, anything. Even Mercenary rank's on-foot Conflict Zones do more than exobiology does.

2. The blue map issue
This is pretty much the number one question I keep hearing from new players. "Where should I land, what do the different blue colours mean?" I don't know how many people were confused by the heatmap in the alpha (it certainly had its issues), but there's often confusion with this version too.
Solution: if a different, more intuitive map isn't on the table, then in-game explanation would help. The FSS already has a pop-up tutorial, the DSS could have a single page too.

3. Can only hold one sample at a time, even though it's clearly in a swappable canister
There's plenty of demand for being able to hold more than one sample at a time, since two (or more) species are often grouped together, and players would like to be able to gather them at the same time. Especially since they see that said samples are stored in canisters that can be taken out of the juicer sampler.
Solution: add a suit upgrade that allows people to hold more than one in-progress sample. Even just two would be a big step forward. Although personally, I'd like to see two canisters by default, upgradable to three.

4. Hidden information could be displayed and used for gameplay
There are features of the terrain which are taken into account, like wind strength, rock type(s) and so on, but players are kept unaware of these. There's potential here that goes unused.
Solution: display more information, or even better, include a new mechanic where players take surface samples. The Artemis suit could include a new tool, like a shovel :D I think some players might like to play exogeologist too, and displaying geological information could actually be educational as well. (Similar to how star types and such teach players some astronomy too.)

5. Why doesn't researching spaceborne life in Notable Stellar Phenomena count as exobiology?
We have some variety of life out in space, and they are significantly more interactive than the flora down on planets. We can sample some of them, we can find out some traits for them - and yet this does nothing. (See problem #1 above.) The content, the mechanics are already in place: all they would need would be some rewards.
Solution: tie in NSPs with the exobiology career, have retrieving samples with the Research Limpet (again, this is existing functionality) reward the players more, tie them in to the BGS maybe. Also, the current credit rewards (both for samples and for Codex vouchers) are laughable, so those could use some adjustment too.


That's all that comes to my mind now. Thanks for reading, and feel free to add your thoughts on the subject!
 
Totally agree CMDR! I don't have a problem with point 2 but in-game instructions somewhere for new players would be nice. Point 3 - damn this is the 34th century after all!
 
Good job on this thread. I would like to add one thing:

I would love to be able to switch between heatmaps without having to fly all the way to SC, switch the layer and then land again.

The planetary view in the system map would be perfect to cycle between layers (although preferably it would also have to display player's location). Instead of this clumsy way we have now.
 
Solution: add a suit upgrade that allows people to hold more than one in-progress sample. Even just two would be a big step forward. Although personally, I'd like to see two canisters by default, upgradable to three.
The problem with adding it as a suit upgrade now is that the engineering suit upgrades aren't removable, so that might mean starting over.

It could be just tied to the suit level - basic suit has one canister, level 2 or 3 suit has two canisters, level 4 or 5 suit has three canisters.
 
#1 is the same for exploration, and it's been that way for over half a decade.
Since exo-biology is often thought of as the "ground exploration" role...i am less than optimistic that this will change for it.

#3, Why limit to just 2? have like a sash on your exo-biology suit that just has slots all up it for samples like it was a bandolier. You should have more than enough slots to sample all the varieties of life on a planet....and potentially lose them all if killed before offloading them to a vehicle.

#4, It would be cool if some of these attributes would play into hazards. Though on sparse atmo planets, there is supposed to be trivial wind effects and different compositions of rock and such often dont really matter. I'd imagine though we could do something cool to sensor readings on planets that are high metallic. Hard to do much else in a realistic manner unless we wanted to do something like include dust to a massively larger degree.

#5, because fdev has isolated odyssey content from horizons ...it might as well be a separate game like cqc. It's unlikely they would incorporate non-foot stuff in this foot-only role even though it's labeled something that isn't necessarily limited to foot only activities.
 
The problem with adding it as a suit upgrade now is that the engineering suit upgrades aren't removable, so that might mean starting over.

It could be just tied to the suit level - basic suit has one canister, level 2 or 3 suit has two canisters, level 4 or 5 suit has three canisters.
Sure, that could work too. By that reasoning, however, Frontier should never add new suit / weapon Engineering mods, because that might mean starting over. Of course, the solution would be one that's often requested: let us remove mods from suits and weapons.
 
I would combine the solution for 2 and 4 to a tunable planetary scanner that lets you tune the shown heatmap to features you're looking for like hilly/flat/rocky/sandy/high or low organic density etc. There also needs to be an on-foot/srv/ship based mid-distance plant scanner to help locate plants once you get lower down.

Solution: tie the selling of samples in with the BGS, offer exobiology-related missions (long ranged missions could go quite nicely here: "go to this distant system and get us samples from there"), add the ability to trade data samples for materials instead of credits, and so on. Really, just have the activity do something, anything. Even Mercenary rank's on-foot Conflict Zones do more than exobiology does.
The fact that it doesn't offer a BGS boost like exploration is bizarre actually.

The problem with making exploration missions is that "go to x and get samples" is almost the same as a A to B to A passenger mission and exploration should be more open ended...

The better version of this is something like the Ram Tah Guardian mission where you're given vague instructions to find stuff and get a bigger reward the more you find. The exobiology version of this could be based on Genus/Planet type like "Expedition to research alien life on High Metal Content Worlds" or "Expedition to research cereberum bacteria". These would poke players to finish up their codex and if they require new samples / have a big multiplier for undiscovered stuff they wouldn't end up being "solved" into a "go to these 5 planets near each other to do this mission the easiest/most boring way possible". Being able to take missions to get extra money for what you're already doing is a big part of other careers...

I feel another major problem with not just exobiology but odyssey content is:

Flying to and landing on planets takes too long, on foot travel is slow:
Solution:
some sort of no doubt immersion ruining supercruise drop pod that you can use to shoot yourself at the planet from long range that puts you on the surface of a planet fast, but with minimal choice on where you end up (can target settlements or a rough area in uninhabited planets) and you can't recall your ship until however long it would take to reach the planet normally (hope you got batteries/oxygen).

There was discussion in another thread about using the jetpack for faster sustained forward momentum without ruining combat by making it too mobile.
 
Good idea to start a separate thead.

Summary of my own points from this thread:
  • Not being able to access the heatmap until in SC/Orbital Cruise and only being able to select different genus in the heatmap via the probe screen is annoying.
  • Can we have a bio-pulse thingy on the SRV, with longer range please? The current sampler pulse is pretty redundant because you're in an SRV using Mk1 Eyeball to get to your next viable sampling spot.

also
- Please, no mini-games/skill games for taking a scan/snip of a bioThing. A pair of scissors/clippers doesn't take playing tic-tac-toe or "match the squiggles" to use, you just have to ensure you don't cut your fingers off. Similarly, it appears that the sampler somehow takes samples using... ???? Magic? Radio waves? Whatever. Something spins whilst you aim it at a Thing and a "sample" is "taken". There's obviously zero skill involved at aiming, and there is no point in adding some kind of skill game here.

- If you really must add a skill game somewhere, why not make bioThings potentially dangerous. Some of the cacti look like they have eggs which can launch facehuggers at you. Maybe some bioThings try to eat you. We're dealing with unknown forms of life and there are 400 billion star systems in the galaxy.

- On that point - there should be more variety in bioLifeThings. A fixed amount of genus with a fixed amount of species-per-genus throughout the galaxy is probably unlikely. See: other games for example where they have dynamic variations in bio life.

All for now.

Regards o7
 
Good idea to start a separate thead.

Summary of my own points from this thread:
  • Not being able to access the heatmap until in SC/Orbital Cruise and only being able to select different genus in the heatmap via the probe screen is annoying.
  • Can we have a bio-pulse thingy on the SRV, with longer range please? The current sampler pulse is pretty redundant because you're in an SRV using Mk1 Eyeball to get to your next viable sampling spot.

also
- Please, no mini-games/skill games for taking a scan/snip of a bioThing. A pair of scissors/clippers doesn't take playing tic-tac-toe or "match the squiggles" to use, you just have to ensure you don't cut your fingers off. Similarly, it appears that the sampler somehow takes samples using... ???? Magic? Radio waves? Whatever. Something spins whilst you aim it at a Thing and a "sample" is "taken". There's obviously zero skill involved at aiming, and there is no point in adding some kind of skill game here.
I take the opposite view.
Tell a surgeon that an operaion is just pointing a scapel. :)

My view is there should be the option to employ skills in the process - By extracting the highest grade DNA/RNA/XNA data, possibly something somewhat similar to a molecular-level deep core asteroid mine. You would not need to do it if you didn't want to, but the rewards would be higher if you did.

As long as we're trivialising other people's viewpoints, I don't think Exobiology should be represented by a supermarket check-out scan and zero player agency.
 
I would like to see more integration within Elite Dangerous with many things.
First let me say I never wanted or asked for engineers to begin with, but now they are in the game and FDev have doubled down on the grind mechanics with Odyssey they can be expanded with a far better system than a RNG.

Allow players to manufacture the materials needed for engineering.
But when a ship is destroyed the ships engineered modules are also destroyed and the players would have to start over. Thing is the grind is now gone because players are making the materials on fleet carriers and selling them there through a market.

Materials for making said engineering items can be gained via xenobiology, salvaged wrecks found in space or on the ground, and even minerals which we have today. Blueprints can be gained from outposts on foot via hacking, stealing or finding them through the course of missions (but never as rewards). Duplicated blueprints? No problem sell them on a fleet carrier.

With this you could then expand further with particular xenobiology discoveries causing different effects in the engineering. Players could then sell their samples to fleet carriers or hand them into the space stations for a codex reward.

This could be applied to both space ships and on foot gameplay, it also brings Fleet Carriers into an actual gameplay loop as well.

Also remove the weekly rent on fleet carriers, if a player is inactive for more than 30 days their carrier is made inactive and despawned until they return to the game. Or allow players to destroy it after 30 days and get materials from its destruction.
 
I take the opposite view.
Tell a surgeon that an operaion is just pointing a scapel. :)

Since when could a biologist taking a sample of something be compared to a surgeon cutting into a patient?



My view is there should be the option to employ skills in the process - By extracting the highest grade DNA/RNA/XNA data, possibly something somewhat similar to a molecular-level deep core asteroid mine. You would not need to do it if you didn't want to, but the rewards would be higher if you did.

Could you elaborate on this? What would you see the game mechanic be? What would a player see on their screen? How enjoyable would it be, and how long would this process take per genus/species being sampled? Would this be just for a sampling stage or can you envisage even more in-depth, fun and enjoyable gameplay in an analysis stage?

As long as we're trivialising other people's viewpoints, I don't think Exobiology should be represented by a supermarket check-out scan and zero player agency.

Can you point out where I'm trivialising other people's viewpoints? I'm presenting my own opinions and suggestions in my usual no-nonsense way.
 
Exobiology gameplay needs a complete overhaul in my opinion. What we have looks like it was added the Friday afternoon before release. As 400 billion systems is one if not only unique features in Elite, it is a shame they don't make more use of it.
 
In all honesty, what I would like to see most from xeno-biology (and xeno-geology, and hopefully xeno-archeology) are laboratory modules that can be used to to conduct research on planets. These could be tied into some of the ideas listed above, especially long-range exploration missions. We have far too few dedicated exploration modules as it is, and having a reason to bring a larger ship out into the black would be an improvement IMO.
 
sonar like space pulses can be faintly heard in the background
Ships mandatory internal Spock-NPC leaning over his exobiology science instruments:
[Spock-like voice]
"Commander, I have detected something strange with the last species samples we examined. It seems these samples are all related, but from separate systems and evolved over an estimated thirty thousand years when compared to each other and the variety of environments they evolved in. If we check the galaxy map and draw a line from system to system where these samples were collected.... we get a straight line. If we follow the trail, we might find the origins of this species."

You:
- "But that would lead us to Raxxla!"

Spock-NPC:
"Improbable. But curious. I also found hints of Panther Clipper and bug resolving data in the species DNA. Perhaps we should try to collect more of them."
 
One more observation about exo-biology;

Payments for the data seem way too low - considering the effort required to obtain that data,, which is much more work than scanning planets with the FSS;

  • scan with FSS, find candidate planets, if any
  • travel to target planet, which could be 100s of thousands of lightseconds distant.
  • surface scan planet
  • select an area to land on - often there are different areas depending on the heatmap, which involves taking off again & orbital cruise
  • once landed, it can take a while to find and scan whatever life is in that area

Yes, the more I think about it, the more I think payments for exo-biology data should be much greater than they are currently.
 
Back
Top Bottom