Proposal: alternative to outright removal of ADS instascan & system map minigame for explorers

This player proposed alternative system doesn't work, because if an item is selectable to be scanned then this completely voids the purpose and mechanic of both the energy distribution filter and scanning distance filter. This is really no different than the current system except that we'll get a useless energy graphic that auto-cleans itself as we fly around the system, once again just pointing at things to scan them.

There is no compromise system. Either we have the current system with black spheres on the honk and some pointless new graphics, or we actually try to discover and find new things.

Do you think the suggestion two posts above could work?
 
Do you think the suggestion two posts above could work?

Frontier's entire system of Discovery is based on only knowing the signal. Once you remove the need to know the signal (which can ONLY be direction based), then you remove the purpose of the energy signal filter altogether.

Having a pre-generated map (of any kind) of the exact location and distance to every object in the system means that you should be able to select any object, hence the 2 dials on Frontier's entire scanning mechanic become superfluous since their entire job is to help you sort out the location. Everything after this new seeking mechanic is identical to the empty mechanic we have now. So removing the seeking portion is essentially removing the whole thing.
 
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In general compromises are good solutions. In this case I don't think so.

I like the new mechanics as shown by FDEV, I don't need modifications from what I've seen so far.
We still don't know the new mechanics in details so our judgement is purely based on our own opinions, here is mine about exploration:

The actual ADS and Stuart proposal stick to a completely wrong exploration concept: "Honking".
The closer thing to "Honk" that comes to my mind is the first scene from Jurassic Park where the protagonists "honk" the soil to see the Velociraptor skeleton underground. Before doing so the paleontologists studied the area, looked for clues, digged the soil and only at the end they "honked". In Elite Dangerous we do the opposite! We honk at the beginning of the process and in most cases we skip all the rest.

The only Honking I may like is the one at the very end of the discovery chain: dig into the soil with an SRV to collect the last piece of information about a planet.
1. The ADS finds emissions, I do the job to define what the emissions are and I discover the planets.
2. Once I discover a planet, the scanner tells me if something cool is on its surface. I don't care a lot about ELW and WW (I care only for credits, cause there's no gameplay associated yet).
3. If something cool is detected I get there and I launch probes to map the planet and to find interesting POIs.
4. I land to the POIs and I drop the SRV to analyse and scan the features. Here, only here I accept the HONK.


The actual ADS shows the planets layout but it's not really representative of what cool features you're gonna find. With a simple honk you know a gas giant has 8 satellites, still you can't see the orbital planes and at which distance it's their orbits so you can't estimate if that is going to be cool or not. You can listen to the audio to discover if that green and blue ball is an earth like but let's be honest here...it's not so difficult, there's no actual game play to discover a ELW, WW or Ammonia World, they're pretty obvious! Terraformable ones have a bit more challenge.

So I still don't get the point of a spoiling Honk to get information about the system
 
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Frontier's entire system of Discovery is based on only knowing the signal. Once you remove the need to know the signal (which can ONLY be direction based), then you remove the purpose of the energy signal filter altogether.

Having a pre-generated map (of any kind) of the exact location and distance to every object in the system means that you should be to select any object, hence the 2 dials on Frontier's entire scanning mechanic become superfluous since their entire job is to help you sort out the location. Every after this new seeking mechanic is identical to the empty mechanic we have now. So removing the seeking portion is essentially removing the whole thing.

I agree, that's how it is.
 
Here's my proposal... If a system has nav beacon, the discovery scanner interrogates it and all know locations such as planets and bases are shown as they presently are with current mechanics. All POIs and other things are that are transitory are found with the new scan mechanics.
 
Here's my proposal... If a system has nav beacon, the discovery scanner interrogates it and all know locations such as planets and bases are shown as they presently are with current mechanics. All POIs and other things are that are transitory are found with the new scan mechanics.

Then you should get zero credits from this operation because you discovered nothing!
This prposal IMHO must be observed considering exploration outside the bubble, not in populated systems. That's not exploration for me...
 
Here's my proposal... If a system has nav beacon, the discovery scanner interrogates it and all know locations such as planets and bases are shown as they presently are with current mechanics. All POIs and other things are that are transitory are found with the new scan mechanics.

Good idea,this could well remove the need to spend time using a dedicated explorer mechanic when traversing the bubble.At the moment i gather the idea is to visit the nav beacon,which could become quite tedious.
 
+1 @ OP

I really like this proposal.
However, I would be just fine with getting a map with no more information other then the black hollow circles as in the first image:

xpGBfYY.png


I don't even need the half-ring as an indicator for landable worlds; it would be nice though that any information that is presentend by the new scanner/s and does NOT need interpretation due to being obvious (what ever that will be) is presented in the map as well (like, for instance, distance from main star).

Targeting any of the objects in the map will not directly show the object in our ship's HUD, but rather hint at the area we need to zoom in to find and reveal the object.

Once we zoomed in and revealed the object we could get the hollow circle filled with a picture (non-rotating, non zoom-able).

Once that object is fully scanned we would get the full, zoomable map of that object.

(I assume that revealing POI's and the makeup of an object - material-wise - still needs a close-up scan or scan via probes.


P.S.: I would like to see material-hotspots on planets (i.e. areas where there is a much higher spawn rate for high grade raw materials) and a full scan revealing those areas to us.
 
I disagree with the assertion that the information won't be available with Fdev's changes. It will be available--just in a different form that requires some interpretation.

I'm fine with the Fdev's proposed exploration mechanics. It more-or-less matches what was suggested way long ago with the "cold-waters" like mechanics. I think people are overlooking that the patterns of ELW and such on the scanner will be identifiable once you know the pattern, like the SRV scanner. It makes for a bit of a higher skill floor, but more satisfying gameplay.

Lets give Fdev's changes a shot at least. The beta hasn't begun yet, sheesh.

From how they described it you should be able to set your scanner filters to identify particular kinds of planet. The issues around that though are:

1) It's still going to take more time to get the basic overview of planets in the system their orbital relationships and so on than the current ADS scan.

2) The fact the new ADS/DSS combined scan will also give you the current detailed scanner info when it's been completed is only of value if the bodies you discover are ones that you would have DSS scanned today anyway - if not, although the new combined scanning process will probably be faster than doing both kinds of current scan due to detail scanning not requiring you to fly to planets any more, the data you're collecting is going to be junk data. The issue is that there's no longer any separation between a basic view of a system and a detailed scan, when in many cases the basic scan would be all people need to decide they don't want to investigate further in many cases.

3) A lot of people who are saying 'it will be OK' seem to be focusing solely on the identification of particular kinds of planet. That's one thing I'm interested in when deciding whether to look at a system in more detail but it's far from the only one. As I said above, orbital relationships as shown on the current system map are a big factor and I can't see any way that the new process is going to give any significant information about that until actual scans have been done.

For years FD have been saying there are things to discover,now we stand a chance of finding something,i see it as potentially game changing from an explorers point of view.
We need to try it before we can come to any real conclusions,at the very least i think it's going down the right road.

Yeah but the changes to being able to find surface content (which is the stuff you're talking about there) are brought about by the drones which will only be deployable after you've done the new combination ADS/DSS scanning to find a body to begin with. I think the drones themselves sound great, the game has been crying out for a way to let us find surface content. I just didn't anticipate that it would come as part of a take-it-or-leave-it package that will front-load time into the process of what is currently a discovery scan.

I agree that we obviously need to try the new system in practice but no matter how you dress it up, it's beyond dispute that simply getting a system overview will take longer than the current ten seconds as a result of it now being combined with the detail scan. I like all other aspects of the proposed system, but the addition of a time gate at the very beginning of the process, which isn't enforced at all under the current system, takes a lot of the gloss off it for me.
 
Seriously.

FDev should have linked (in the official thread explaining the new exploration mechanics) a gameplay video of the actual system even if it's in alpha / still in developpment / subject to change...a lot of people are confused about a lot of aspects (and Fdev seems too from what i saw in the livestream).

Now they are crawling under a 170 + pages official thread of people arguing on things we don't even know lol

Perhaps that the actual new system will allow us to know very quickly the kind of planets that are in the system...but we don't have a clue.

I love the OP proposal since I shared a similar one on the official thread. Some help for sightseeing explorers would be nice.

But...no pity for cherry-picking !!!
 
Apparently this question needs to be repeated:

What would be the point of the energy signal filter or the distance filter under the proposed system of the OP? Currently the function is only to find the location. Everything else is identical to the current vacuous scan mechanic: select > point > wait.
 
There are a fair few long-time explorers vocally expressing their disappointment of the planned removal of the Advanced Discovery Scanner's blanket instascan, thereby removing their ability to immediately determine whether a system held any personally-interesting formations/sights. Currently they would use this to either further investigate and explore closer, or skip on to the next star system.

After arrival in a new star system, what many of those explorers seek is quick high-level information on the planetary bodies:
  • The number and layout of planetary bodies
  • Distances between them
  • Their types, i.e. rare (ELW, WW, HMC) or common (ice, rocky)
  • Whether ringed or not

Back during Beta 2.2 this was introduced to mostly negative feedback:



I propose this is re-introduced, with the system map populated with a full-layout of black, hollow circles, following a honk of the revamped Discovery Scanner. As this was a feature previously introduced for Beta 2.2, I guess it can be re-introduced without requiring much in the way of development resources (compared to a new feature).

As the Discovery Scanner can pinpoint the location of frequency signals, it is feasible to assume it can determine how many separate signals, their layout, distances between them, and whether they're are ringed or not. And then generate a "low fidelity", visual representation of the detected frequencies.

Further information could be provided in the system map's sidebar, displaying the approximate breakdown of the system's planetary bodies.

Here is my very bad mspaint draft based on the above image:



The percentages of the Estimated Breakdown would be very loosely based on the pre-determined data in the Stellar Forge. The goal being to hint that an interesting, high-value world will exist there. If the makeup of a pre-determined system is 3 ELWs among a total of 8 bodies (including main star), then the Earth-Likes percentage range would be relatively high, e.g. 10-40% (indicating between 1 and 3 ELWs exist in the system).

Selecting an unscanned world (black, hollow circle) on the system map will give only four pieces of information:
  • Ringed or not
  • Distance to parent star
  • Distance to parent/partner world where appropriate (a moon, or member of binary system)
  • Approximated size and/or mass
As worlds are scanned using the planned new mechanics, each respective object in the system map will be resolved, and their details becoming accessible in the system map's sidebar. The estimated breakdown could change too (this feature could be implemented at a later date) as worlds are scanned and identified.

One possible future extension of the above mechanics could be for CMDRs who choose not to equip a Discovery Scanner at all: the system map could gradually populate with black, hollow circles, as the CMDR's ship comes within visual range of the respective planetary bodies.

Another future addition could be the highlighting on the system map the area of the habitable zone for each star, once it has been respectively scanned of course. This could further assist explorers in "scientifically" determining whether a star system could support life (via an Earth Like world for example).

I love the idea but wonder, why do people make suggestions for the game here?

FD have shown time and time again they do what they want to, and listen to the community only in a crisis moment.

Even the when they ask for feedback they seem to simply be offering it up as an unacknowledged appeasement.
 
Apparently this question needs to be repeated:

What would be the point of the energy signal filter or the distance filter under the proposed system of the OP? Currently the function is only to find the location. Everything else is identical to the current vacuous scan mechanic: select > point > wait.

I have to admit. I missed this when considering the proposal. If you can click on the black bodies, hunting for the energy signal is moot. It would ruin the proposed exploration method, because people would just system map, click, and follow the compass to the target.

What if black bodies weren't clickable? Strictly a visual representation of what the computer estimates is out there in terms of distribution but has no more data until you scan it?
 
Good suggestion. Certainly i like it more than the proposed official changes.

My first choice however is just keeping the way the advanced discovery scanner works now. It works fine. No need to change it at all imho.

Just add more content in system to find and any new mechanics should be focused on finding the new things easier. So in other words my priority would be

1.) More kinds of things to find and discover.
2.) Add mechanics to make finding these things easier and faster than currently (particularly on planetary surfaces).
3.) Add in the Codex mentioned last year.

I wouldn't bother with replacing the way the discovery scanner works at all. The main problem with exploration is on planetary surfaces imho. I would sooner focus there not on the bit that works.
 
Nothing in the Ex-Reveal mentioned that players wouldn't be able to identify interesting items. They just said that with the new scanner a player's skill and experience would dictate how objects are found. Everyone has been asking for more depth to Exploration. Now that we see it, it's comes down to Cr./Hr. People are afraid they may be asked to learn a new task. It sounds like we are saying: "Make it more interesting, but don't make me do anything".

This is complete nonsense. Explorers aren’t asking for anything of the kind. We don’t care about credits. If we did we wouldn’t explore! I want exploration to be richer during the process of finding things interesting on the planets or the planets themselves and I want actual interesting things to find. I don’t want another grind wall where I have to play a mini game to decide if I even want to explore the system. It sounds like you have no idea what explorers want and FD as well! As I’ve said repeatedly in many of these threads, FD can make planet mapping as complicated as they want, just leave the original scan alone. You can remove credits all together on the initial honk for all I care.
 
Good suggestion. Certainly i like it more than the proposed official changes.

My first choice however is just keeping the way the advanced discovery scanner works now. It works fine. No need to change it at all imho.

Just add more content in system to find and any new mechanics should be focused on finding the new things easier. So in other words my priority would be

1.) More kinds of things to find and discover.
2.) Add mechanics to make finding these things easier and faster than currently (particularly on planetary surfaces).
3.) Add in the Codex mentioned last year.

I wouldn't bother with replacing the way the discovery scanner works at all. The main problem with exploration is on planetary surfaces imho. I would sooner focus there not on the bit that works.

The above post is a fair point in that when 'exploration changes' were first announced, my head wasn't particularly filled with thoughts of how the current process of finding things could be made more involved. My thoughts were more on a situation where the process yielded more than the current sheet of facts and figures, tied to a new system of recording whatever we do discover in-game.

Fact is, based on what we've been told so far there is nothing specifically new in terms of what can be found. Well apart from space lightning and I'll leave it to the more scientifically inclined among you to deliver a verdict on that.

The codex hasn't been mentioned even in passing.

The one actual update to the galaxy (ice planets) has been rolled back out of this update.

The drones sound like a great idea to allow us to actually find the stuff that's already in the game. Other than that, the focus on 'how' rather than 'what' has me a little underwhelmed.

This is complete nonsense. Explorers aren’t asking for anything of the kind. We don’t care about credits. If we did we wouldn’t explore!

I swear if I see one more person whose imagination is so limited they can only conceive that people expressing concern about this are motivated by credits per hour and not being able to find bloody water worlds or whatever to scan for cash quickly, there's a chance I might actually go on some kind of rampage. It's particularly annoying given how many people who have expressed concerns have said very clearly that it is not about credits.

The beta for this can't come fast enough.
 
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Fact is, based on what we've been told so far there is nothing specifically new in terms of what can be found. Well apart from space lightning and I'll leave it to the more scientifically inclined among you to deliver a verdict on that.

They did talk about there being new things to find in the livestream. I doubt they will list them out so we can just check them off a list. At least, I hope they don't :eek:
 
Having a pre-generated map (of any kind) of the exact location and distance to every object in the system means that you should be able to select any object
That's nowhere in my proposal. There's no selection or any other information available. It's just a way to tell you this system might be worth checking out. All the checking out still has to be done.

I have to admit. I missed this when considering the proposal.
Yeah, me too :)
What if black bodies weren't clickable? Strictly a visual representation of what the computer estimates is out there in terms of distribution but has no more data until you scan it?
Not even bodies, just a representation of a signal.
 
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There are a fair few long-time explorers vocally expressing their disappointment of the planned removal of the Advanced Discovery Scanner's blanket instascan, thereby removing their ability to immediately determine whether a system held any personally-interesting formations/sights. Currently they would use this to either further investigate and explore closer, or skip on to the next star system.

After arrival in a new star system, what many of those explorers seek is quick high-level information on the planetary bodies:
  • The number and layout of planetary bodies
  • Distances between them
  • Their types, i.e. rare (ELW, WW, HMC) or common (ice, rocky)
  • Whether ringed or not

Back during Beta 2.2 this was introduced to mostly negative feedback:



I propose this is re-introduced, with the system map populated with a full-layout of black, hollow circles, following a honk of the revamped Discovery Scanner. As this was a feature previously introduced for Beta 2.2, I guess it can be re-introduced without requiring much in the way of development resources (compared to a new feature).

As the Discovery Scanner can pinpoint the location of frequency signals, it is feasible to assume it can determine how many separate signals, their layout, distances between them, and whether they're are ringed or not. And then generate a "low fidelity", visual representation of the detected frequencies.

Further information could be provided in the system map's sidebar, displaying the approximate breakdown of the system's planetary bodies.

Here is my very bad mspaint draft based on the above image:



The percentages of the Estimated Breakdown would be very loosely based on the pre-determined data in the Stellar Forge. The goal being to hint that an interesting, high-value world will exist there. If the makeup of a pre-determined system is 3 ELWs among a total of 8 bodies (including main star), then the Earth-Likes percentage range would be relatively high, e.g. 10-40% (indicating between 1 and 3 ELWs exist in the system).

Selecting an unscanned world (black, hollow circle) on the system map will give only four pieces of information:
  • Ringed or not
  • Distance to parent star
  • Distance to parent/partner world where appropriate (a moon, or member of binary system)
  • Approximated size and/or mass
As worlds are scanned using the planned new mechanics, each respective object in the system map will be resolved, and their details becoming accessible in the system map's sidebar. The estimated breakdown could change too (this feature could be implemented at a later date) as worlds are scanned and identified.

One possible future extension of the above mechanics could be for CMDRs who choose not to equip a Discovery Scanner at all: the system map could gradually populate with black, hollow circles, as the CMDR's ship comes within visual range of the respective planetary bodies.

Another future addition could be the highlighting on the system map the area of the habitable zone for each star, once it has been respectively scanned of course. This could further assist explorers in "scientifically" determining whether a star system could support life (via an Earth Like world for example).


Yep, I've come to believe that this is the best version of the "honk" for 3.3 as well. It's a compromise between the 4 year old honk and Frontier's proposed "3.3 honk reveals main star only" design.

Explorers need to have some tool to quickly judge whether a system is interesting and worth further study or not, and this black body system map would provide that tool nicely. The new FSS can't fill this role as it will take longer than a few seconds to gather an overall system layout. The FSS should be the tool you use to take closer looks at the planets AFTER you've decided to stay awhile and listen.

I agree 1000% Stuart.
 
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I have to admit. I missed this when considering the proposal. If you can click on the black bodies, hunting for the energy signal is moot. It would ruin the proposed exploration method, because people would just system map, click, and follow the compass to the target.

What if black bodies weren't clickable? Strictly a visual representation of what the computer estimates is out there in terms of distribution but has no more data until you scan it?

Frankly, I am shocked that this made it 8 pages and into an OA video, and no one realized that the OP's suggestion wholly obviates the entirety of the dev's scanning mechanic, and returns us back to the current brain dead point-n-wait mechanic.

If they have any kind of auto-revealed "black sphere" map, then the entire function of the 2 active filters (energy & distance) would have to be revamped. It would have to be necessary to select the object, or manually center it on a gravity anomaly, and then move the 2 active filters to the correct part of the spectrum (focusing on the right distance, and the right energy) in order to resolve the object. Basically the filter would have to work in reverse. Instead of auto zooming on the object, you'd need to ID its correct signal & distance. Frankly, that's not a terrible idea, but I wonder if the devs have the time needed to switch up their functionality. This would also mean that the map could only reveal the basic structure, but not any actual distances, which is fine because the system map isn't to scale anyway.
 
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