Remove "one type at a time" limitation from genetic sampler

It's pretty frustrating having to pass up a bunch of specimens you want to scan but can't because you're still looking for the second or third of a different type. Then once you find it (if you find it), you have to either backtrack to scan those things or press on and hope you run into more. Combined with the distance requirement between sampled specimens and all the transition sequences between feet, SRV, and ship, exobiology in its current form is too tedious for me to ever enjoy. I canceled the little exobiology exploration trip I had planned after only the first couple planets!

Presumably, when we finish a sample we take the container and put it in our backpack, swapping it for a new, empty container. So why can't we do that on-the-fly? Why must a sample be complete before we can swap it out? We're not re-using the same container, right? What are we delivering to Vista Genomics, if not those individual sample containers? If this "one type at a time" limitation were removed, at least I could still be making some progress by scanning other things even if I'm still stuck finding that one elusive type.
 
Actually there is nothing to do with your backpack, your character presses a button, which I assume is purging the canister of the scans since the data is already saved.
Hmm... after rewatching the animation, that's true. The canister never leaves your sight, so it's not going into the backpack. Just out of the housing, long button press, back into the housing. But that begs the question: if it's just the data being saved, and it's not being saved to the canister upon completion, then it's being saved somewhere else, so why not save it there in the first place? Why go through the canister as intermediary? Further, if it's just the data and not a physical specimen, why can't you scan it from the SRV? Just roll down the window and stick out your arm for heaven's sake! :ROFLMAO:

(It's a game, I know; some suspension of disbelief required.)
 
Hmm... after rewatching the animation, that's true. The canister never leaves your sight, so it's not going into the backpack. Just out of the housing, long button press, back into the housing. But that begs the question: if it's just the data being saved, and it's not being saved to the canister upon completion, then it's being saved somewhere else, so why not save it there in the first place? Why go through the canister as intermediary? Further, if it's just the data and not a physical specimen, why can't you scan it from the SRV? Just roll down the window and stick out your arm for heaven's sake! :ROFLMAO:

(It's a game, I know; some suspension of disbelief required.)
The canister can hold up to 3 samples, but is useless with mixed samples which is why you burn once you have a complete sample or switch types. Now, if you had more canisters and could stick them in your pack....
 
If that's all that preventing it then it shouldn't even be a rank tbh.
That may not be all they intended it to be. However, none of the other ranks are anything more than time sinks. Trade, Combat, Exploration, even CQC, is only a matter of time if you just keep playing the parts of the game that rank up those disciplines. None if it is skill based. Why would the new ranks be any different? Always thought there should be a fairly difficult quest for the next rank once you achieved the prerequisite number of kills/scans/trades. But I could see how that would cause all manner of salt among more casual players.
 
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I was thinking that instead of a time sink to run from one point to some distant point to get samples; we just have 3 aspects to sample we can draw from one node.

So, the first sample is molecular / structural composition (what is it made of), the second is functional activity (how it sustains life), then genetic cuz science... Instead of a minigame to match rings we get the first sample from the initial scan of the biology, the second sample we turn a ring to line it up then lock (manually), and then third we tune the wiggly lines and lock. We aren't required to do all of them but the rewards grow if we do, and if we do it 2 more times to the same species (no distance required but different "node") to unlock say 3 other "hidden traits" that offer a sizable bonus. Maybe some RNG to reveal the bonus stuff.

The canister Idea is great. I made that suggestion and got shot down. But if the sampling process is changed enough it wouldn't be necessary. Though still cool and maybe I am missing something that would make it appropriate.

Finally I would nix the name Bio Scanner and call it Multi-scanner. Allow it take material, atmospheric, and liquid samples (geysers for now). That way it isn't a one trick pony. Also if I could I would have the player change the sensor tip per type of things sampled. So one for bio, mats, atmo, and liquids. Maybe add structural for alien sites.
 
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That may not be all they intended it to be. However, none of the other ranks are anything more than time sinks. Trade, Combat, Exploration, even CQC, is only a matter of time if you just keep playing the parts of the game that rank up those disciplines. None if it is skill based. Why would the new ranks be any different? Always thought there should be a fairly difficult quest for the next rank once you achieved the prerequisite number of kills/scans/trades. But I could see how that would cause all manner of salt among more casual players.
It's not so much a question of skill as a question of involvement.

All those other ranks have a lot more going on than bio scanning, with or without the (currently missing) minigame. Having a rank for bio scanning right now is the equivalent of having a rank just for scooping materials, or for refueling your ship. It's not a matter of whether or not a given rank is a "time sink" in the sense of "you make progress just for putting in the time," it's a question of whether or not any of the activities associated with a given rank are anything OTHER than a pure time sink. Trade, Combat, Exploration, and yes even CQC have a whole heck of a lot more moving parts and moment to moment considerations, plus a lot more reason for doing them, ways to succeed and fail, etc; than bio scanning does. Again, consider the fact that mining and passenger missions are both bundled under the "trade" umbrella, when they could easily stand on their own as distinct rank progression paths, and certainly have more right to be, than bio scanning.

Should elite ranks be gated behind successive skill-based challenges? Maybe. I'm not opposed to it at all. But this question right here exposes why bio scanning shouldn't be an Elite rank category of activity to begin with: there is no such thing as a "difficult task" within the purview of bio scanning. It's all the same everywhere all the time, the only obstacles are artificial ones having to do with constraints on inventory management.
 
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Exobiology needs a complete overhaul to make it worthy of possessing a rank. It is sad that with 10s of millions planets for potential life we end with a new exploration rank based on 'point and click'.
 
And yet it's the one feature in Odyssey that is best connected and integrated into the rest of the game. It adds another granularity layer to the exploration flow: honk -> FSS -> DSS map -> biosample. The rest of Odyssey exists completely isolated.
 
And yet it's the one feature in Odyssey that is best connected and integrated into the rest of the game. It adds another granularity layer to the exploration flow: honk -> FSS -> DSS map -> biosample. The rest of Odyssey exists completely isolated.
That's true.
That's basically the only "Odyssey" activity i'm doing at the moment.
Everything else is like the only purpose is to upgrade suits and weapons to do activities to upgrade suits and weapons
 
Great idea! You could have an upgrade a bit like bins in mining - higher graded canisters have multiple 'bins' or sample segregation up to a max of, say, four.... would make the xeno stuff much less laborious - which would be nice, because it's a nice side-line
 
Coming to this conversation somewhat late, but I think some of the ideas here are great and will add a degree of 'expedition management' for exploration, and at the same time we know that the whole reason for the current state of the profession is quite simply this: fdev wants to add a massive time sink so that the sparseness of content is less obvious. That notwithstanding this is an opportunity to still accomplish that objective AND add a true layer of depth to this gameplay. Taking some ideas from earlier here and putting them together of how this could be accomplished:

Current situation:
You can fire up the game as a new player, slap a fuel scoop, buy a G1 artemis and just head out into the black and it will be simply a function of time and repetition to gain ranks.

Suggested improvement:
Retain the above option to just bash into the gameplay like above, but doing so just makes your life harder and require more dogged persistence and luck because:

1. You can integrate engineering in a more meaningful way, like the ability to modify your backpack so you can have alternative/spare canisters to sample more than 1 specimen at a time, or special effects on the detailed surface scanner allowing greater discrete information (like being able to see different colorations of the same species with different colors/characteristics on the heatmap) creating an 'expedition preparation period' part of gameplay

2. Add inorganics like geological/atmospheric sampling (I know this fundamentally changes the term 'exobiologist' but think of it this way, biologists on earth also take into account the effects of the environment on the lifeform they are studying)

3. Add conditional divergence i.e. sampling from an equatorial desert of the planet yields a specific data point about the organic that is different from a sample from the polar icefield or subtropical mountains. You can still choose to landrover bash 1km at the same site locality to get your 3 samples of a particular plant on a particular planet, but it will be worth way less than if you choose to orbital hop from pole to pole, perhaps by an order of magnitude to make the while worth it, plus if you add easter egg like surprise characteristics that are only revealed by finding far flung divergence samples, you create a true sense of 'discovery' meaning that the same plants on different planets can be unique. This can use the procedural planet generation that currently exists already.

4. Completely studying a planet for the first time yields a unique tag, planet first cataloged and studied by RandomCMDR, bonus xp, and adds to a list of scientific accolades in the commander's logbook/stats. Just like Darwin was to the Galapagos, so RandomCMDR is to SYNUEFE 12-Y-GZ A8-B. This makes exobiology less of a game of how fast you can hop from planet to planet to molest every plant in sight and actually makes it worth the time to stay on a gem of a planet you found and spend the time to 'study' it. You don't need the 'first to catalog/study' tag for rank advancement counter I suggest in point 5 below, but having a first yields 2x the financial/xp reward like it does now on top of the accolade.

5. Complete study of a number of planets can be used to gate access to an official 'scientific community' wherein the player is granted a title (like Dr) that can be displayed and special modules accessible, and/or it can be the condition to get Elite in exobiology so that there is a certain value to the rank, and Dr RandomCMDR has a certain accomplishment to it.

All of this does not detract from the timesink nature of the profession, but instead of simply an empty timesink it is now viewed as accomplishment that takes time and effort
 
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