The Exploration changes > The infinite probes question.

Hello everyone!

Wanted to make suggestions as I feel talking in private discort channels is not enough. Frontier developers raised question about the infinite number of probes for plannet scanning as they feel it's a bit of non realistic immersion breaking approach? (thats my take on it). Before you leave, lemme clarify: I see "reality" in games as a spectrum of options, balanced on the fun site. So please don't ragequit if you have different opinion! I want to have discussion, not screaming show.

Idea #1: REUSABLE PROBES
The idea is: You would shoot probes as shown on stream from Frontier developers. You would still have to use 5 or less probes, depending on skill, to map whole planet. The changes comes with simple fact: probes would not land, but stayed above the ground (not noticable change), but once you map the whole planet, you could recall those probes. Recalling should take less time than shooting them, due to faster travel because of fuel use. After the return they would refuel themselfs from the ship's fuel reserves.

Idea #2: Reusable automated probes.
Building on the previous idea, probes could be just set to map the planet by themselfs. This would be option for people who either dont have skill or dont enjoy the mechanics: Probes would fly themselfs to perfect location to map the planet, but it would take more fuel and more time. Its additional gameplay I am not keen on.

Idea #3 REUSABLE LIMPETS.
Look, I believe the idea of one time only probes is not good. I am suggesting to build AI a bit better and make those limpets reusable. I was in disbelieve how many times limpets headlessly rammed into near by asteriod for no apparent reason. Even robot from Boston dynamic can do backflips and parkour, so why do we have an AI in Elite Dangerous, 1300 years later, that is incapable avoiding stacionary asteroids, is beyond me.

Idea #4
Why do we need extra cargo racks, while the module controler
(fuel/recon/repair/...) requires so much space? Can we please have controller modules that store those reuable limpets? 5E Fuel Transfer controller takes up as much space as 32 tons of cargo. As far as I know its just conputer that controls the extremly dumb limpets ... so sounds more like 1300 years back, not 1300 years in the future since we can do smart robot that can walk, or smart drones that can fly and kill today ....

What I want to achieve: I want to have a bit more immersion and bit more stuff to care about. The fuel consumption would be reasonably small (considering whole ship doesnt need much fuel to get out of the surfurace) aswell as it would require maintanance every few hundred times (not keen on that, could be interresting feature). Also I want possibility to add more gameplay features on top of it. >> I was hoping for (maybe even later down the road of development) similar mechanics as fighterbay/SRV bay, where you can choose different types of probes to load and take with you with perhaps probes that can scan people, or interresting sites? Probes that could deep scan system for maybe megaships far away? There is interresting gameplay that could happend with this change. Hopefully one day when we get more SRVs that can repair ships or ship parts, maybe we could repair probes in the launcher ... there is definatelly space for more imho.

Things I want to avoid: I DON'T WANT TIME SINKS OR GRINDING! I cannot stress this enough. Considering the sheer amount of planets exploreres have to scan for interresting "rumored" discoveries mentioned in codex. I don't also want too much fuel consumed, because it would also mean more time spent fuel scooping AND THAT'S NOT MY GOAL. Fuel scooping should be buffed 15-25% to eliminate unnecessary waiting times and to balance the probes Fuel scoops were not designed with the probes using fuel in mind, so thats why I suggest slight buff.

At this point I just offer option that would mean more things to do, so reusable probes for now (#1) with option to upgrade them for materials. THE IDEA #4 is my old nemessis from times when I was testing mining for a few days straight.
 
ok let me ask you a few questions, before I throw my opinion in here.

to point 1:
1. does this change improve the gameplay or is it just there to satisfy immersion?
2. How does the efficiency goal fit in with the proposed changes?

point 2:
1. this begs the question how does the efficiency goal fit in?
if you just automatically launch them to perfect locations does the efficiency goal make any sense anymore?

point 3:
1. is that just a repeat of idea 1?

point 4:
no questions there, sounds like a neat idea.
 
If they were to change to reusable survey probes then that would call for entirely different gampley, IMO. I think it would make no sense to keep the current probe firing minigame and it would make no sense for them to fit inside the detailed surface scanner. The only reason they are able to do so is because they don't mount their own frameshift drive and rely on a 'pocket' generated by the ship's FSD when they are fired because they only have to make a one-way trip. If they are going to be reusable then they may as well be a new type of SLF (requiring an SLF hangar) because they'll need to mount their own frameshift drive to navigate supercruise. And if they can navigate supercruise you might as well be able to fire them from any distance in the system and just wait for them to finish the job and come back to you.

No it makes more sense to keep the system as-designed.
 
If you don't want time sinks or grinding, then accept the infinite probes and allow the devs to move on so they can continue adding compelling game play. You can't honestly say infinite probes is immersion breaking when your character can't get out of his seat or frolic with baby raptors under the blue skies of an atmospheric world.

The change is a good one. It finally allows players to just play and have fun without having to schedule in their next grind session.
 
ok let me ask you a few questions, before I throw my opinion in here.

to point 1:
1. does this change improve the gameplay or is it just there to satisfy immersion?
2. How does the efficiency goal fit in with the proposed changes?

point 2:
1. this begs the question how does the efficiency goal fit in?
if you just automatically launch them to perfect locations does the efficiency goal make any sense anymore?

point 3:
1. is that just a repeat of idea 1?

point 4:
no questions there, sounds like a neat idea.


so ad 1. It would make more sence to upgrade those probes with materials. How else do you want to upgrade them atm? Every time you want to shoot one you will have to upgrade it?
tbh probes should almoust instantly appear back in ship for sake of fast move between planets ... (in eve they insta warp to your cargo so ..)

REUSABLE LIMPETS would work only if we had the option to have them in the module slot now. so 3 and 4 would have to go together, but upgrading limpets would make more sence if you could reuse them. If you loose one or it gets destoryed, you would have to synthetize anotherone + spend extra materials for upgrading it. Also it should create a space like the SRV for different kinds of limpets perhaps? Ones that can resuply life support? I think it would be neat idea instead of adding more and more limpets controlers to have one module with different kinds of limpets to load in like the fighter bay can choose fighters to load in.
 
To be honest guys, I just wanted to go a bit deeper with the complexity of the gameplay. I am not 100% sure it would be fun, but it could be really interresting to have complexity that is kinda missing from gameplay atm. I wanted to get deeper with the surfurace scanner, because that scanner is not supposed to be used that often .. only if you are finding something on planets right?

@MightyBOB - I understand your point, but it really goes down to how big the probe is supposed to be atm. I though it would be as big as limpet .. and limpets are bigger than person afaik. So frameshift drive ... Dunno how big it is. In Star Citizen for example its only a small box :D But its very interresting question!

@Wrecked But Whole I agree the change is amazing from more and deeper gameplay point of view! Finally fdevs wants to have deep gameplay in different parts of game and I am really happy with that approach. My proposal was supposed to allow more features added on top of it eventually later.

I would want to react faster, but I have to wait for moderator approval, sorry guys.
 
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