Putting the exploration into exploration [feedback and a suggestion]

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I was eagerly awaiting 2.3 because of one thing, I really wanted a long range detailed surface scanner. I thought it would just make exploration a smidgen less tedious and I didn't really expect it to open up any new way of exploring... Then I scanned my first gas giant from 2800ls away.

Exploration (as the game rewards you for it) has always been a big step from the things that feel like real exploration. You fly to a system, honk, scan some planets- maybe fly close or stop for a picture or two but the vast majority of exploration doesn't involve much diversity for the player's experience. This was always odd to me, that most of what the game rewards as exploration isn't the things that the player is most likely to enjoy from exploring. The game is full of incredible environments that offer stunning views and finding these is by far the most rewarding aspect of exploration. When I explore I want to actual see the diverse, procedurally generated universe- not just pass it by.

The long range scanner mod opened up a small window. I can sit in the rings of a gas giant and scan distant bodies as I fly around and really take it all in. That small window looks out into a vastly different experience for explorers. The task of gaining rank in the past has always been easy but it's hardly been rewarding. Being able to actually explore places while I "explore" for credits is a leap in the right direction but I want to leap further.

Here's my suggestion:

Make a 'stratospheric detailed surface scanner' that has extremely more range in normal space while in orbit of planets with an atmosphere. Make it's range in those cases huge, possibly even infinite but shorter while in supercruise. You aim it by targeting a point on the planets atmosphere that triangulates you, your target, and the body you're near (explanation being that it uses the planets atmosphere to amplify the signal). Remove the ability to scan through objects with it so you'd have to relocate to scan an entire system. This way explorers can do some real exploration while they earn credits and rank.

Conversely, you could also give the scanner multiple effects depending on the area of normal space it's in. That way if all you have are small moons with no atmosphere and near star asteroid belts you could still drop down and say, use the metallic asteroids to magnify the signal. Range could vary depending on what natural source amplifies the signal.

I really think a simple change like this could add something huge to the game play of exploration.
 
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Also a great feature would be to be able to earn rank/money by scanning points of interest.

like with passenger missions, having to scan a POI tends to bring you to some very stunning area's.
So if you also make those scannable without a passenger mission, you are more motivated to fly down to a planets surface to scan the beacon and have a look. And of course earn some good money for it :)
 
Also a great feature would be to be able to earn rank/money by scanning points of interest.

like with passenger missions, having to scan a POI tends to bring you to some very stunning area's.
So if you also make those scannable without a passenger mission, you are more motivated to fly down to a planets surface to scan the beacon and have a look. And of course earn some good money for it :)

Oh yeah, scanning a tourist beacon that's there strictly because of the view should add a little bonus. Even something as small as 100k would be worth the stop for an explorer. The point isn't really to make more while exploring but to move the act of exploring into normal space. Tourist beacons would be a great way to reward explorers for visiting a planets surface. I already feel like more of a real explorer just thinking about it!
 
There has been a lot of threads on exploration and nothing much has come out of it. This post was one of the most interesting. (I haven't even seen a Sandro giving us some feedback).

https://www.reddit.com/r/EliteDangerous/comments/5c45h7/these_are_the_types_of_detailed_surface_scans_i/, I would add to that proposal (hence change it a bit) the use of materials. For example, say you do your first ping of the system, and you want to see if there is something worth you spending time. You go to the Synth menu and you choose "boost scan" and it uses XX material. this action re-launches the scanning animation and in the description of the planets, something like energy spike, or life sign is noted -insert other information- IE, the system description UI is updated with what ever is new in RED.

Every further scan is done by going to the Synth Menu. (you need in your load-out the detailed surface scanner).

Now there is always a chance of false positive (10% chance your sensors where fooled), so you go and do your detail scan (from lets say 0.15LS), but you add to the mix a material to use (from the synth menu) to confirm (you might have already done a first detail scan from usual distance). If it confirms the information provided by the initial boosted scan, you can then use another material to start search for the life sign or "other thing". Make use of "the search outpost" UI like we have in scan missions. Each time you approach, the system then ask you to increase resolution, and you do that by going back to synth menu and choose increase resolution (you could do that by altitude (lets say 250km, 150 km, 75km), and once again use material(s), do that in three stages (bit like FSD boost using more and more rare mats) and that gives you a 10 km² search area (at third stage) to pinpoint the -insert here- static point of interest. Ancien ruin, abandonnement settlement, permanent wreck, strange things, geysers, volcanoes (also those if active would been seen from at least 50 km).

That saves you the "we can't implement surface bookmarks" and introduces a nice mechanic that uses some of the existing UI in the game. Then I suppose in 4 years you'll also give us the surface bookmarks (and lift the silly 100 bookmark limit) to complet our search -that is the salt you have been sowing so much and asking for in patch notes-.
 
There has been a lot of threads on exploration and nothing much has come out of it. This post was one of the most interesting. (I haven't even seen a Sandro giving us some feedback).

https://www.reddit.com/r/EliteDangerous/comments/5c45h7/these_are_the_types_of_detailed_surface_scans_i/, I would add to that proposal (hence change it a bit) the use of materials. For example, say you do your first ping of the system, and you want to see if there is something worth you spending time. You go to the Synth menu and you choose "boost scan" and it uses XX material. this action re-launches the scanning animation and in the description of the planets, something like energy spike, or life sign is noted -insert other information- IE, the system description UI is updated with what ever is new in RED.

Every further scan is done by going to the Synth Menu. (you need in your load-out the detailed surface scanner).

Now there is always a chance of false positive (10% chance your sensors where fooled), so you go and do your detail scan (from lets say 0.15LS), but you add to the mix a material to use (from the synth menu) to confirm (you might have already done a first detail scan from usual distance). If it confirms the information provided by the initial boosted scan, you can then use another material to start search for the life sign or "other thing". Make use of "the search outpost" UI like we have in scan missions. Each time you approach, the system then ask you to increase resolution, and you do that by going back to synth menu and choose increase resolution (you could do that by altitude (lets say 250km, 150 km, 75km), and once again use material(s), do that in three stages (bit like FSD boost using more and more rare mats) and that gives you a 10 km² search area (at third stage) to pinpoint the -insert here- static point of interest. Ancien ruin, abandonnement settlement, permanent wreck, strange things, geysers, volcanoes (also those if active would been seen from at least 50 km).

That saves you the "we can't implement surface bookmarks" and introduces a nice mechanic that uses some of the existing UI in the game. Then I suppose in 4 years you'll also give us the surface bookmarks (and lift the silly 100 bookmark limit) to complet our search -that is the salt you have been sowing so much and asking for in patch notes-.

With the current level of mat storage and the RNG grind that is finding mats, I'd really hesitate to make scanning require synthesis. What if you run out of mats to scan bodies for the mat type you need? It could be a very circular problem! I'd rather any changes made be time/task neutral to what we have now but feel more involved and atmospheric by getting people out of supercruise. That's just my preference though.
 
I've been thinking about something like Scanner Drones...

I had that thought for a looong time. You tried the new long range scanner though? If you find a system with a lot of gas giants you can just pick a ring a sit and scan a few. It's a huge improvement. Sometimes you can even scan the moons in orbit from the rings.
 
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