Signal Count in FSS Suggestion

So after a lot of time with the FSS (which I generally like, by the by) I wanted to make a suggestion on its feedback to the commander - particularly the 'signal count' displayed next to the Body Count.

To me, signal count should indicate non-body signals - i.e. emissions, geological, alien, biological signals. So in the bubble, this will be a pretty stinking high number because there are, of course, a huge number of signals! But in the black, where the FSS sees most of its work, signals by this definition would be much more informative.

So, to be succinct, here are my suggestions:

1) "Signal Count" is defined as the summation of all Non-Body Signals (No Clusters, No Bodies, No Stars). A body with signals (be it 5 bio or 55 geo) counts only as ONE signal. This is because at distance, and without surface scan, the FSS cannot discern the count of signals from such a specific point, only that they exist.

EX: System has 11 Bodies (2 Stars, 3 Clusters, 4 Landable Planets, 2 Non-Landable)
-FSS Reads: "Body Count: 2 / 11" (I haven't found the clusters yet at this stage, so just the stars are showing after initial 'honk')
-"Signal Count: 5"

So right off I know at least one signal isn't on a planet, because only four planets are landable - could be an emission, or a guardian beacon or whatever - but by paying attention to my initial system map and FSS readout, I already have an idea of potential signals. It might be that ALL FIVE are in space, too - using the FSS will be necessary to solve that question.


2) When conducting level 2 scans of bodies, Signals are only displayed by type - not quantity.

EX: I zoom into one of those landable planets. Instead of taking forever to count up the "55 Geological" signs, it simply immediately reads "Geological Activity Detected". Other examples would look like so:
-"Biological Signs Detected"
-"Alien Emissions Detected"
-"Human Signals Detected"

If a planet has multiple types, it says so. Counts are not given for the same reason as mentioned in the first suggestion: the FSS can't count at such distance, and without a surface scan (level 3) you shouldn't be able to locate them anyways...so how can you count them? As already exists in the FSS information screen of a zoom-in, you have clues in the planet's data to determine if these signals are worth looking into.


These two suggestions only change how the FSS displays data and ought to reduce the scan time (loading time for server to figure out how many signals there are) when just conducting level 2 scans, but also clarify what may be present in a system. A quick recap:

Level 1 Scan (Honk) tells me if signals are in the system and how many - 1 point per planet, 1 point per space-borne signal (as normal)

Level 2 Scan (FSS Zoom) tells me what type of signals, if any, are on a body. Zooming into space-borne signals tells me what they are (as normal)

Level 3 Scan (Surface Scan) tells me the actual locations of the signal (as displayed in navigation) and their quantity (also found in navigation). Signal quantity never enters the FSS or the analysis mode of the cockpit HUD - it is only shown in navigation when they aren't filtered out.
 
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+1 on this.

Although "(loading time for server to figure out how many signals there are)" is incorrect - the signals are generated on your computer as part of Stellar Forge. The fact that it takes so long to display the signal count is either intentional or a bug. There are reports that it's related to framerate but my own experimentation does not support that.

Regardless, showing existence of signals from a distance and leaving the actual counts to a detailed scan if it improves the initial scan performance gets a thumbs-up from me.
 
+1 on this.

Although "(loading time for server to figure out how many signals there are)" is incorrect - the signals are generated on your computer as part of Stellar Forge. The fact that it takes so long to display the signal count is either intentional or a bug. There are reports that it's related to framerate but my own experimentation does not support that.

Regardless, showing existence of signals from a distance and leaving the actual counts to a detailed scan if it improves the initial scan performance gets a thumbs-up from me.

Interesting, I did not know that - I'm a PS4 commander so I had wondered how much of it was a hardware/software issue rather than server-side.

Glad to see some support for the idea, though. Ultimately the time-waste of populating planetary signals doesn't really bug me...exploration isn't exactly a 'quick' career path. I mostly want to refine the FSS to a more user-friendly capability, without changing the difficulty of its use or the intentional 'skill curve' built into it for the sake of learning the game and player's perceived advancement.
 
exploration isn't exactly a 'quick' career path.

Sure, but there are wastes of time which aren't so pointless (supercruise is a case in point; while oft-times complained about, it definitely does give the feeling of some size to each system which is kinda the point of a -space- sim) and then there are wastes of time which are totally pointless such as the time it takes to show the signals and planet stats in the FSS.

I'm now scanning systems by jumping from planet to planet without pausing (in the FSS), -then- going back to the landable(*) ones and scanning again just to see what signals, if any, they have. Whereas if the POI types were to show immediately, I'd spend a little more time during the initial scan checking out the planet stats etc directly.

In general I really like the new exploration/scanning mechanic which FDev have introduced, but those wait times really are getting on my nerves because there's absolutely NOTHING you can do in the meantime except for waiting for the GUI to resolve.

Back to my counterexample, supercruise, at least you can look around and enjoy the scenery, check out the galaxy map to plan your next jumps, look up GalNet, keeping tabs on other ships (depending on where you are), whatever. PLENTY of in-game stuff to keep you occupied.


(*)I "cheat" and have EDDiscovery's system view open to quickly go back to each landable. A much better in-game solution would be for all this information to be quickly and easily visible on the System Map after the FSS. So along with the landable "blue ring" indicator there should be additional icons indicating the type(s) of POI on each planet.
 
Kudos for the great suggestion! I would welcome this change as well as I DO enjoy the exploration and new system but not that one pain point of GEO/BIO etc spinning.... spinning.... spinnnnnning......
+1
Upvote!
and all that jazz
 
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