So I'm currently roaming the black and I stumbled on a USS with 'Rescue One' Anaconda and a whole lotta debris floating about...was a nice little find. I had just stopped for the evening and was looking for a planet to land on to rest for the night (just a habit of mine) and I got to thinking about USSs for landable planets.
It's well-documented a lot of explorers would like to see more content for planets - and even some combat pilots want fighting zones akin to Res zones in space, but in atmosphere. So below are my ideas for how a USS on a planet would be detected and what some potential 'finds' might be:
HOW IT WORKS
Discovering unknown signal sources on a planet requires that a ship be within a set distance of the planet (we'll use 25Mm as an example).
1) Upon reaching proximity of 25Mm, the ship's navigation pane will begin to populate with any unknown signal sources on a planet.
2) The commander can select a signal source and, much like a mission waypoint, begin flying towards it.
3) Upon entering atmosphere, the signal source has a defined point that can be reached via glide/normal flight.
4) At this point will be a deployed beacon of some type - this beacon is the first indicator of what might be found.
5) Interfacing with the beacon is possible only via SRV. Doing so elicits a mission text and possibly a new waypoint that relates to that mission. The mission waypoint will range from 2km to 10km from the original beacon.
THE MISSION TYPES
There could be three categories of beacons: deployed distress beacons, signal boosters, and abandoned transmission towers.
TYPE A: DEPLOYED DISTRESS BEACONS
These beacons are emergency devices deployed from ships or SRVs as a means to attract others to the location. They have the appearance of small, cylindrical devices with a heavy flash battery attached and a monotonous pulsing sound every 30 seconds.
A1: The distress beacon indicates a crashed ship - the new waypoint indicates its location. The crashed ship will always have cargo strewn about. Randomly generated assets include hostile skimmers, a pirate ship landed next to wreck, escape pods occupied and damaged.
A2: The distress beacon is a ruse - interfacing with the beacon does not create a waypoint but instead summons randomly generated enemies: Multiple hostile skimmers, a Small Pirate Ship, or a Medium Pirate Ship.
TYPE B: SIGNAL BOOSTERS
These beacons are deployed antennae and other hardware designed to carry short-range transmissions or send signals into low-orbit. They are frequently used by salvage teams to mark locations of interest as well as smugglers to broadcast encoded messages to transports in low-orbit.
B1: The signal booster indicates a nearby smuggling depot - the new waypoint indicates its location. The depot will always have cargo strewn about, two defensive turrets, and an anti-ship turret. Randomized assets include hostile skimmers, a transport-type pirate ship (Hauler, DBE, Keelback), escape pods occupied and damaged, a scan beacon to pull data from.
B2: The signal booster indicates a nearby discovered mining claim - the new waypoint indicates its location. The mining claim will always have between four and eight deposits the SRV can mine. Quality of deposits is randomized as well as limited to planet's actual composition. Randomized assets include: Skimmers (wanted or clean), trespassing boundary, defensive turrets, cargo containers of ore or mineral commodities.
TYPE C: ABANDONED TRANSMISSION TOWERS
These obsolete structures are remnants of failed colonies or stranded explorers that attempted to boost their distress signals. Many broadcast on low frequencies or are outright offline, picked up only by powerful sensors like the discovery scanner.
C1: The abandoned transmission tower indicates a nearby failed colony - the new waypoint indicates its location. The failed colony will always have various materials strewn about along with dilapidated structures and ship or early-SRV husks. Randomized assets include hostile skimmers, multiple scan beacons for pulling data, and cargo containers of non-perishable commodities.
C2: The abandoned transmission tower indicates the last known location of a stranded explorer - the new waypoint indicates their location. The stranded explorer's site will feature a ship husk and SRV husk, small structures that could have been used for shelter or work, and materials strewn about from the explorer's attempts to repair their ship and fashion a working beacon. Randomized assets include hostile skimmers, multiple scan beacons for pulling data, and cargo containers of non-perishable goods.
The point of these USSs are to provide surface related activities, most of which are SRV-centered but some are not (particularly when pirates are involved). In the Bubble and systems near to colonized space, Type A and Type B are most common. In the black and uncivilized space, Type C is most common but Type A and B would occur occasionally. The Black is lonely, but it isn't empty: FSDs have rendered much of the galaxy accessible to all so its plausible to find these sorts of signals throughout your journey...just like the rescue efforts in space.
I'd like to see surface USSs not just benefit explorers or combatants - they should vary across the career paths. An explorer may pick and choose what salvage to carry (gold over clothing, for example) whereas a trader may search for many salvage sites for free cargo. A combatant would be primarily interested in Type A and Type B beacons as they likely lead to pirates or surface installations in need of destruction.
The availability of materials as much as cargo lends well to planetary excursions and 'farming' for engineering on the surface, but also could provide lifelines or are just pleasant finds on a long journey through the black for a lone explorer. I, for one, would much rather engage in some sort of search for a large cache of materials than just land the SRV and drive around shooting at random rocks and hoping RNG blesses me. At least this is a little more engaging.
Thoughts?
It's well-documented a lot of explorers would like to see more content for planets - and even some combat pilots want fighting zones akin to Res zones in space, but in atmosphere. So below are my ideas for how a USS on a planet would be detected and what some potential 'finds' might be:
HOW IT WORKS
Discovering unknown signal sources on a planet requires that a ship be within a set distance of the planet (we'll use 25Mm as an example).
1) Upon reaching proximity of 25Mm, the ship's navigation pane will begin to populate with any unknown signal sources on a planet.
2) The commander can select a signal source and, much like a mission waypoint, begin flying towards it.
3) Upon entering atmosphere, the signal source has a defined point that can be reached via glide/normal flight.
4) At this point will be a deployed beacon of some type - this beacon is the first indicator of what might be found.
5) Interfacing with the beacon is possible only via SRV. Doing so elicits a mission text and possibly a new waypoint that relates to that mission. The mission waypoint will range from 2km to 10km from the original beacon.
THE MISSION TYPES
There could be three categories of beacons: deployed distress beacons, signal boosters, and abandoned transmission towers.
TYPE A: DEPLOYED DISTRESS BEACONS
These beacons are emergency devices deployed from ships or SRVs as a means to attract others to the location. They have the appearance of small, cylindrical devices with a heavy flash battery attached and a monotonous pulsing sound every 30 seconds.
A1: The distress beacon indicates a crashed ship - the new waypoint indicates its location. The crashed ship will always have cargo strewn about. Randomly generated assets include hostile skimmers, a pirate ship landed next to wreck, escape pods occupied and damaged.
A2: The distress beacon is a ruse - interfacing with the beacon does not create a waypoint but instead summons randomly generated enemies: Multiple hostile skimmers, a Small Pirate Ship, or a Medium Pirate Ship.
TYPE B: SIGNAL BOOSTERS
These beacons are deployed antennae and other hardware designed to carry short-range transmissions or send signals into low-orbit. They are frequently used by salvage teams to mark locations of interest as well as smugglers to broadcast encoded messages to transports in low-orbit.
B1: The signal booster indicates a nearby smuggling depot - the new waypoint indicates its location. The depot will always have cargo strewn about, two defensive turrets, and an anti-ship turret. Randomized assets include hostile skimmers, a transport-type pirate ship (Hauler, DBE, Keelback), escape pods occupied and damaged, a scan beacon to pull data from.
B2: The signal booster indicates a nearby discovered mining claim - the new waypoint indicates its location. The mining claim will always have between four and eight deposits the SRV can mine. Quality of deposits is randomized as well as limited to planet's actual composition. Randomized assets include: Skimmers (wanted or clean), trespassing boundary, defensive turrets, cargo containers of ore or mineral commodities.
TYPE C: ABANDONED TRANSMISSION TOWERS
These obsolete structures are remnants of failed colonies or stranded explorers that attempted to boost their distress signals. Many broadcast on low frequencies or are outright offline, picked up only by powerful sensors like the discovery scanner.
C1: The abandoned transmission tower indicates a nearby failed colony - the new waypoint indicates its location. The failed colony will always have various materials strewn about along with dilapidated structures and ship or early-SRV husks. Randomized assets include hostile skimmers, multiple scan beacons for pulling data, and cargo containers of non-perishable commodities.
C2: The abandoned transmission tower indicates the last known location of a stranded explorer - the new waypoint indicates their location. The stranded explorer's site will feature a ship husk and SRV husk, small structures that could have been used for shelter or work, and materials strewn about from the explorer's attempts to repair their ship and fashion a working beacon. Randomized assets include hostile skimmers, multiple scan beacons for pulling data, and cargo containers of non-perishable goods.
The point of these USSs are to provide surface related activities, most of which are SRV-centered but some are not (particularly when pirates are involved). In the Bubble and systems near to colonized space, Type A and Type B are most common. In the black and uncivilized space, Type C is most common but Type A and B would occur occasionally. The Black is lonely, but it isn't empty: FSDs have rendered much of the galaxy accessible to all so its plausible to find these sorts of signals throughout your journey...just like the rescue efforts in space.
I'd like to see surface USSs not just benefit explorers or combatants - they should vary across the career paths. An explorer may pick and choose what salvage to carry (gold over clothing, for example) whereas a trader may search for many salvage sites for free cargo. A combatant would be primarily interested in Type A and Type B beacons as they likely lead to pirates or surface installations in need of destruction.
The availability of materials as much as cargo lends well to planetary excursions and 'farming' for engineering on the surface, but also could provide lifelines or are just pleasant finds on a long journey through the black for a lone explorer. I, for one, would much rather engage in some sort of search for a large cache of materials than just land the SRV and drive around shooting at random rocks and hoping RNG blesses me. At least this is a little more engaging.
Thoughts?