What would make exploration process more fun?

A few suggestions strike a note with me, mapping options, seeing where I've been and what I've discovered, those are great ideas.

Most of the rest, well, I'm on my way out across the galaxy right now, left out last night and already hit undiscovered systems within 400ly of Sol, which blew ME away, just goes to show you, you never can tell. I've already been to Sag A* once, 2 months of travel time, 70k LY distance traveled, thousands of systems visited, and almost every single other suggestion has me shaking my head because of one little fact...

After you've done something literally 1000 times, it's tedious, it's boring, it's NOT going to make the game any more fun or enjoyable or make you feel like you are really there. I explore because I love to see what's out there, 400 billion systems, 99%+ of which NO LIVING HUMAN BEING HAS EVER SEEN! That's what why I go out into the Black, to see what no one else has ever seen. Odds are extremely high that no other living being will ever see them again, which doesn't matter, because I saw them, and I saw them first, and we humans, we're weird about being first, doesn't matter the context, we like to be first, I'm no exception that to and this allows me to get that in a tangible way, my name gets put on those things I saw first.

I love the scenery, the awesome views and visuals that I find out there in the Black, but if I had to spend an hour or two every single time I went to explore a star or planet or moon or asteroid belt(yes, I scan those as well quite often, I know it's worth nothing, it's just a RP thing for me), I MIGHT be 400k LY from Sol right now, maybe, there's a lot of systems in that short distance you know, including ones not yet discovered. Another few years and I MIGHT make Sag A*, maybe, if I hadn't already gotten fed up with the game and stopped playing because there's only SO much repetition I'll put up with, and my limit for that is pretty damn high in video games, still, that's beyond my limits and then some.

Taking soil samples, atmo samples, flora and fauna samples, detailed scans of this and that and the other, all sounds awesome. But stop and think for a minute, how awesome will it be after you've done it a thousand times....remember folks, 400 billion systems out there, impossible to see them all in the human lifetime, but still quite possible to visit thousands upon thousands of them, and doing the same little tasks every single time, eating up minutes to hours every single time...it's not fun after a very short time, it's boring, it's work, it's enough to drive you to head into a sun and see what's at the core just so you don't have to look at that damn scanner ONE MORE TIME!

How is that an argument? You might as well say that game development in general is pointless because nothing anyone conceives is fun for all eternity. Heck, its an argument against life itself:

"Hey, shall we go see a movie?"
"Nah, when you've seen that movie a thousand times it gets boring."
"Okay, how about we grab something to eat at that new burger joint?"
"No, once you've eaten there for a thousand times it gets boring."
"Jeez, how about blowing our brains out?"
"Well, thats one of the things I havent tried yet, but I'm sure it gets old after a while, too."

People are suggesting things they would enjoy doing for a certain number of times. The idea that everything gets boring eventually doesn't really help much when trying to create something...
 
More modules that are actually visible on your ship.

Scanners for example:

A dish or rotating device on the top of your ship (Thimk the Millennium Falcons' radar dish (Square radar dish Ep VII) Higher classes maybe given the ability to lock onto more than one object at a time withing certain distances.

Drones/limpets that you can set to scan smaller objects like the asteroid belts (Make them worth something)

The ability to share your data with friends, so they can gain a layout of the system. Or that the station you hand it into then gives the option for people to buy a particular systems info (Especially in the bubble). Handy for those who have no scanners at all, maybe Bounty Hunters. It's frustrating for me having to run a bounty missions and only having stations to navigate to find my target.

Basically, more functional modules to monitor and a lot more going off rather than point and shoot the scan button.
 
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How is that an argument? You might as well say that game development in general is pointless because nothing anyone conceives is fun for all eternity. Heck, its an argument against life itself:

"Hey, shall we go see a movie?"
"Nah, when you've seen that movie a thousand times it gets boring."
"Okay, how about we grab something to eat at that new burger joint?"
"No, once you've eaten there for a thousand times it gets boring."
"Jeez, how about blowing our brains out?"
"Well, thats one of the things I havent tried yet, but I'm sure it gets old after a while, too."

People are suggesting things they would enjoy doing for a certain number of times. The idea that everything gets boring eventually doesn't really help much when trying to create something...

It's a reminder that sometimes, these things we think of to add that would be really cool, might not be so cool when we've done them a few times, especially the ones that eat up time. I love exploration in the game, it's why I got the game no less, but even though I love it, I get bored before too long out in the Black, it's simply my love of exploring that keeps me going.

So, when coming up with the ideas, most of which I'd personally love to do, how do you get around making them stale and boring after a few dozen times? If scanning planets and stars is already boring to you after a few hundred, what is really going to make spending a lot longer doing that MORE fun for you? Seriously, what would it take? Awards are one possible aspect that keeps people doing things, doesn't make it FUN, but it's an incentive to keep doing things that aren't so much fun. So, what can we do with any of these ideas to make them more enjoyable for as long as possible?

Soil samples, start with that, something I'd love to be taking. Ok, simple enough mechanic, boring as hell after the 20th time, so lets spice it up a bit. Take a sample, do a quick, 30 second shall we say, basic scan that gives you the elemental breakdown and ID's possible organics. Get back on the ship and subject it to an indepth analysis with better scanning hardware(a new module type!), an automated system so that you don't have to sit there the entire time it takes IF you don't want to, that gives far more detailed information on the elemental composition, age of the materials in the sample and if there's organics, tries to tie them into anything already in your data banks. If they are unfound or unrelated, new entries are made and more analysis is required, takes longer, automated system again, and it tries to figure out how they came about, new life form, random molecules, whatever. Get awards/rewards for this action as well, which gives incentives as well as being fun for some of us, since there's always going to be those who only do things for the rewards, nothing else matters to them. That makes taking soil samples something you'll not be AS bored with the 100th time or 1000th time, maybe, we'll need to toss in some graphics and such to spice it up really, maybe add in some options to 'submit an article to Galactic Nature' or something along those lines, some RP in there for the explorers who RP, simple little things that spice it up and make it something you don't get as bored with as quickly. Put in some animations of lasers firing and gases being scanned via colored lights if the player wants to sit and watch the entire process?

THAT is what I'm talking about. I'm good for coming up with ways to keep something fun for a few run throughs on this type of stuff, my strengths lie more in the mapping and single play mission areas, I can design a map that's fun to play a few hundred times, but a mission that's fun after 10 times is not something I've ever been good at, I know that, but I know what I don't like and that's a start, right?

So, looking at that idea, what do YOU not like about it and would change up to make it something you'd enjoy doing repeatedly?
 
3. Put tyre tracks on rovers to make it seem a bit more realistic.. they only need to stay during the session and they can slowly fade.
...
5. Enable a player to exit the rover and go on foot.. Dream come true.
There used to be a game in the 90's where you travelled to different planets and you could get out of the vehicle and walk around.. it was insanely good back in the day (cant remember what it was called) anyone? Ah wait.. Battlezone! if they could do it, I'm sure the cream of FD could do it.
http://www.battlezone1.com/about/story.htm

Rover tracks are a must-have visual feature... part of me can't believe they're not in-game already. Some of the most iconic photos ever taken are of footprints and tracks left behind on a dusty lifeless rock (our Moon).

Battlezone was awesome, and significantly ahead of its time. Well-remembered. Repped.
 
Mapping the Surface : [ * ]
- Mineral Deposits (for later Mining Exploitation)
- Materials hotspots/general distribution (for personal Exploitation or spreading the word if it's a nice find)
- Topography Data
- Geological Data
- detecting and identifying unique Planetary features

Deep-Scanning surface :
- Science Modules for Ship and SRV
- Tectonic structure of Planet Surface
- Analysis of major Craters (age, impact details etc.)
- detection of unknown Signatures (unique Materials, non-manmade remains of infrastructure or Artifacts of any type)
- soil samples



Implementation of "Galactic Record Breakers" in-game, using the available Data from the Ship's Computer.

- notification when detecting a new Record, allows personal documentation
- after selling Map Data, congratulations screen from UC for setting a new Record in any category

- visible (state : last time docked) Records with detailed statistics on all records, where CMDRs can see their personal ranking... or check what they'd have to be looking for to set a new record



Galaxy Map :
- display & highlight Systems "Map Data available" to indicate Systems visited vs. Systems not visited
- display (most plausible) Routes or Bubbles of all previous Exploration trips (based on Map Data present vs. not present)
- permit detailed Searches in own Map Data : i.e. show nearest Earth-Like, display all known Systems with Water Worlds, display Systems with 1st Discoveries etc..
- Bookmarks/Scratchpad for personal Notes of found HighLights
- custom Route Plotting, i.e. only via Star types or via manually set Waypoints



- UC acting more like a Faction, get a Home base and yield better Services with increasing Exploration Rank.

- UC having an actual scientific observatory and simulator, where ELITE ranked CMDRs get access to their entire Database to plan their next Destination


- Ship-based Observatory, allowing visual targeting/identification of anything within field of view (Zoom/Pan/ID) within a limited Range

- ability for CMDRs to share Map Data in-game (either freely offering them for sale at any Station/Outpost)
- ability for CMDRs to purchase Map Data from other Explorers, i.e. by posting a public RFI (Request for Information) on public Bulletin Boards


- SC-capable Scanning probes to accelerate Detail-scanning of distant B/C Suns and/or Planets that look interesting from the distance

- a dedicated large Exploration vessel with ability to dock one or more smaller Ships, an expensive but capable Deep-Space Exploration platform with good Range and a degree of self-sustainability for long-term Missions


... and likely alot more.

[ * ]
Imagine this :

You're Mapping the Surface...
- Ship needs to enter and remain in Orbital Cruise
- with every rounding of the Planet you add a Level of Detail (Lvl 1-3)

Now entering the System Map and opening the Planetary Map, you don't see just a Wireframe anymore : you see the actual Surface acc. to the Detail level you scanned.
(payout accordingly, as you're bringing higher Detail Maps of the Surface structure back home)

Bonus for Lvl3 Planetary surface scan :
Much later, you sit somewhere chilling (or SuperCruising) and are bored... What to do?
Enter that Planetary Map you Detail-Scanned of course.
Now you can take a "Free-Flight" all around it, all the way to its very surface in the Simulation. You have the Data.
No worries about too high Gravity or finding a landing spot to have a nice view... Explore all those Canyons or see nice scenic spots whenever you like.

Plus, with a Lvl3 Map-Scan you can mark any spots and store Coordinates for later use, in case you found a great spot you'd actually wish to land your Ship in one day.
Some automatic Camera Modes would be nice... Flyby, random course flying at various altitudes, "follow canyon mode" etc... Just stuff to enjoy viewing and chill, or discover interesting landmarks.

Want to show other Explorers in the Forum certain highlights on the Surface despite not being there anymore? Now you can.
Your SRV broke down or your Exploration Ship couldn't even load any? At least now you have a chance to at least have a look around down there.


All of this!


Finding anomalies and having science based modules on your ship. Landing on a planet, taking a soil sample from a crater. Doing science on it. Seeing what effects a binary neutron star has on plant life in a system.

And this!
 
Overall make exploring more profitable especially for first discoveries.


Make earth-like first discoveries 10 times more profitable, they are rare and dont need to be terraformed.


Add interessting missions for exploration:

Object misssion: A minor faction x is searching for a star x or planet x in a sector x in the galaxy with great rewards.

Scientific missions: "Go in sector x and land on planet x search for something because we think there is something special".

Rescue missions: "We have lost contact to one of our company explorers, maybe he is out of fuel in sector x straned on a planet withing x coordinates, please rescue him".

And so on etc..


Random encounters:


Meet friendly NPC explorers out there talking to you and offer you to wing up for some time.

Meet have gone insane NPC explorers out there lost in nirvana asking you the way back to Sol.

Super Novas.

Gravitaions waves affecting your visuals.

Super high profitable minerals on planets and floating around in space at res sites.

More rare artifacts.

Overall more to find out there maybe procedural generated but without related to a background story or a major alien cultures (ancient indigenous valuable artefacts of died out cultures ).


More and more detailed Ingame statistics of all your systems you have explored.


For future content Wormholes to jump to other galaxies.

And so on.
 
Better scanning tools. I'd like to be able to get an indication if a planet is a lifeless rock or if it has some signal sources without having to actually land on it or fly over the surface inspecting things by eye. On or near the surface, again different scanning modules might make it less monotonous. Perhaps I equip mineral scanners on the ship to scout out good prospecting zones, or electronic/search and rescue sensors looking for signs of crashed ships, pods etc.

The current mechanic of blue dots and driving around shooting rocks feels like a cheap stopgap measure. It's not fun, it's just frustrating. Of course, the stuff you actually find on the surface needs a major, major rethink as well otherwise nothing is going to help it.

Another thing that would be useful is the ability to mark locations on the surface with virtual waypoints.
 
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Exploration missions could be better - I like the suggestion above that minor factions could commission explorers to find them new earth-like worlds that have colonisation potential. Or perhaps coorporation type minor factions could commission explorers to find new pristine metallic reserves out in space. I would love to do those missions.

A major problem with exploring at the moment is due to where we are in the game's development - we've got airless planetary landings, but not planets with atmospheres yet. By nature, airless planets are sadly pretty boring. There's no life on them, nothing beyond craters and minerals etc. This isn't FD's fault. When we finally get atmospheric planets to explore, there will be tons of exciting things to find - because life is plentiful in the ED galaxy, even if sentient life isn't. Until then we just have to make do.

I do think that the current POI spawn on airless worlds isn't working as intended at the moment. I'm talking about the extremely high spawn chance of human-related detritus on every planet's surface, regardless of where in the galaxy it is. It is not a good thing that within five minutes of landing on any planet on the other side of the galaxy you find canisters of tea or crashed ships. These things should be incredibly rare beyond the bubble. As it stands, explorers like me are avoiding investigating POIs on planets because they destroy the immersion.
 

Well said sir!
+Rep

Everything Mr Fly said plus of course at least one person to be responsible for adding by hand discoveries made by man in the Milky Way. Visual effects, I want to see close binaries feeding of each other, stars shedding their outer layers as they grow old, nova's in various states of progress and of course, the dream I've had since I was a child...

To land on a comet and ride around a star.
 
Medals (already mentioned), decals for exploration achievements (e.g. first scan of Sag*A, with a "Congratulations, CMDR! You made it to the Galactic Core!" message, perhaps?), titles that can be added to your in-game name ("CMDR Sirocco, Galactic Wanderer")...

And I have another idea: Surface Exploration drones.

They are basically little Mars Rovers, you transport them in a cargo hold and launch them when landed on a planetary surface. What they do is roam around automatically and search for materials to collect and store in a small compartment (your SRV has 300 units capacity, the drones have maybe 50 or just 25). You can leave them on the surface and leave the system, it will remain marked on your galactic map, the planet they are on will be marked on the system map, and when you come back later and approach the planet, they will have a beacon to make sure you can land in their instance. While you are gone, they will gather materials until they are full, but continue to explore the surface and sample data. The longer you leave them there, the more data they sample and the more valuable said data becomes. After a long while they might hit a cap (for balance reasons) and you can collect them and bring them back to civilization to sell them to UC. Depending on the planet type and materials found, they will provide a varying amount of surface sample data for varying prices. The return in credits should be appropriate for the in-game time invested, of course. You don't need a "limpet controller" module for them, because they are autonomous once deployed, and since they are made of ultra-light material, they don't add any tonnage to your ship, even though taking up a cargo unit each.

Interesting detail: They will be solar-powered, so if you deploy them on the dark side of a tidally locked moon, they won't activate unless there are secondary stars in the system that might provide some energy (and yes, I presume that's a hell of a lot to code, but it would be awesome nonetheless)

What do you think? Dumb or nice?
 
Some notion everything is NOT completely random.
TOOLS to find these not-so-random things.
-
Same with ring systems.
They are all random or there is no way of telling you've hit a sweet-spot mining location unless building up spreadsheets for weeks long is your 'thing' (and even then I highly doubt it will be a fruitful exercise).
I thought we were supposed to be secretive about the goldmines we found. Guard them. Exploit them.
Where are these gameplay elements they talked about years ago?
-
Lot's of good stuff already mentioned in this thread.
Mapping, probes, missions, medals.. more diversity, yeah.. that's gameplay!
+1 repping frenzy coming in.....
 
If players could leave a stash of cargo (and/or a message) somewhere - something that other players could find - then that opens up all sorts of userbase treasure-map / geo-caching / puzzle-solving / wreck-hunting quests and stories.

No doubt FDev is worried about griefers and spam, but if a player-stash cannot be stashed in the human bubble (only beyond it), then griefers can't really put a stash in the path of anyone not specifically looking for it.
 
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Mapping the Surface : [ * ]
- Mineral Deposits (for later Mining Exploitation)
- Materials hotspots/general distribution (for personal Exploitation or spreading the word if it's a nice find)
- Topography Data
- Geological Data
- detecting and identifying unique Planetary features

Deep-Scanning surface :
- Science Modules for Ship and SRV
- Tectonic structure of Planet Surface
- Analysis of major Craters (age, impact details etc.)
- detection of unknown Signatures (unique Materials, non-manmade remains of infrastructure or Artifacts of any type)
- soil samples



Implementation of "Galactic Record Breakers" in-game, using the available Data from the Ship's Computer.

- notification when detecting a new Record, allows personal documentation
- after selling Map Data, congratulations screen from UC for setting a new Record in any category

- visible (state : last time docked) Records with detailed statistics on all records, where CMDRs can see their personal ranking... or check what they'd have to be looking for to set a new record



Galaxy Map :
- display & highlight Systems "Map Data available" to indicate Systems visited vs. Systems not visited
- display (most plausible) Routes or Bubbles of all previous Exploration trips (based on Map Data present vs. not present)
- permit detailed Searches in own Map Data : i.e. show nearest Earth-Like, display all known Systems with Water Worlds, display Systems with 1st Discoveries etc..
- Bookmarks/Scratchpad for personal Notes of found HighLights
- custom Route Plotting, i.e. only via Star types or via manually set Waypoints



- UC acting more like a Faction, get a Home base and yield better Services with increasing Exploration Rank.

- UC having an actual scientific observatory and simulator, where ELITE ranked CMDRs get access to their entire Database to plan their next Destination


- Ship-based Observatory, allowing visual targeting/identification of anything within field of view (Zoom/Pan/ID) within a limited Range

- ability for CMDRs to share Map Data in-game (either freely offering them for sale at any Station/Outpost)
- ability for CMDRs to purchase Map Data from other Explorers, i.e. by posting a public RFI (Request for Information) on public Bulletin Boards


- SC-capable Scanning probes to accelerate Detail-scanning of distant B/C Suns and/or Planets that look interesting from the distance

- a dedicated large Exploration vessel with ability to dock one or more smaller Ships, an expensive but capable Deep-Space Exploration platform with good Range and a degree of self-sustainability for long-term Missions


... and likely alot more.

[ * ]
Imagine this :

You're Mapping the Surface...
- Ship needs to enter and remain in Orbital Cruise
- with every rounding of the Planet you add a Level of Detail (Lvl 1-3)

Now entering the System Map and opening the Planetary Map, you don't see just a Wireframe anymore : you see the actual Surface acc. to the Detail level you scanned.
(payout accordingly, as you're bringing higher Detail Maps of the Surface structure back home)

Bonus for Lvl3 Planetary surface scan :
Much later, you sit somewhere chilling (or SuperCruising) and are bored... What to do?
Enter that Planetary Map you Detail-Scanned of course.
Now you can take a "Free-Flight" all around it, all the way to its very surface in the Simulation. You have the Data.
No worries about too high Gravity or finding a landing spot to have a nice view... Explore all those Canyons or see nice scenic spots whenever you like.

Plus, with a Lvl3 Map-Scan you can mark any spots and store Coordinates for later use, in case you found a great spot you'd actually wish to land your Ship in one day.
Some automatic Camera Modes would be nice... Flyby, random course flying at various altitudes, "follow canyon mode" etc... Just stuff to enjoy viewing and chill, or discover interesting landmarks.

Want to show other Explorers in the Forum certain highlights on the Surface despite not being there anymore? Now you can.
Your SRV broke down or your Exploration Ship couldn't even load any? At least now you have a chance to at least have a look around down there.

So many great ideas! I hope some of this shows up in the game someday :)
 
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Jex =TE=

Banned
A catalog of discoveries. As it is right now, exploration in ED is simple exploration. What it needs to be exciting is discovery; we need to be able to find new and interesting things, and this would only matter if we could keep a record of our finds (preferably something we could share).

ED right now is like exploring the ocean. OK we got this bit of sea, let's sail over to that bit of Sea and see what we can see (see see). Well....it's a slightly blue green colour here than it was over there.
 

Tiny_Rick

Banned
If players could leave a stash of cargo somewhere - something that other players could find - then that opens up all sorts of userbase treasure-map / geo-caching / puzzle-solving / wreck-hunting quests and stories.

No doubt FDev is worried about griefers and spam, but if a player-stash cannot be stashed in the human bubble (only beyond it), then griefers can't really put a stash in the path of anyone not specifically looking for it.

Buried pirate treasure on a distance planet?!?! +1!!
 

Jex =TE=

Banned
Something like this would be nice, I guess... :rolleyes:

In Elite: Dangerous explorers are players who travel out into undiscovered areas of the galaxy, hoping to find previously undiscovered systems and locations. Explorers scan and record data wherever they go, and can sell that data on to various interested authorities. Explorers can also sell on data they have discovered to other players, allowing them to sell the co-ordinates of a valuable find to the highest bidder, or keep their discoveries to exploit for themselves.
Explorer players must discover different points of interest using different methods

Explorer players’ main method of making money is through selling details of points of interest they discover
Points of interest players can discover include:
Star Systems
Dark Systems (systems without a star, but other features)
Stars
Planets
Asteroids, comets
Moons
Structures
Other Phenomena
These Discovered locations may include:
Secret Locations
Resources
Events/Missions (time limited and permenant)
Beauty spots (usually attached to other entities)
Messages/Beacons
Players explore to build up the details on their galaxy map
When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system

Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping



Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids



Players can sell information they have gathered to other players as well as authorities. This is done through a trade interface similar to the trade goods trading interface. Players can sell hyperspace routes from their location to any single system they have explored to. The purchasing player then offers a price (this can be 0 if it is a gift), and if both players are satisfied they agree to the trade. Players can also trade in system data including locations of points of interest using the same method.
I’d like to gauge player interest in a community driven photography contest, which would be another way of explorers earning money.

Players can take photographs (essentially screenshots) from their view ports (with and without cockpit and GUI etc)
Player photographs can be submitted to a regular photography contest
Players can only submit one photograph each
Players can vote on a selection of the best photographs
The player(s) who get the most votes wins the competition
The winner gets a (in game) cash prize (plus prizes for 2nd 3rd most weird etc.)
The photograph (and other user submissions) will be used in appropriate places in the game (billboards, news papers, etc.)



Players who decide to go exploring are jumping into the unknown, and without high end kit, often with little to no knowledge of the dangers they are jumping in to. Alongside the risk of encountering hostility when jumping to an unknown system, explorers scanners attract a lot of attention, generating lots of heat. Explorer ships will need to be prepared to face hostile activity when exploring, and players need to be ready to fight for their claims or run for their lives.

Issues
Will exploration remain interesting and profitable long term?
What other things can players discover in a system that have value to sell?
What could the scanning process be for those discoverables?
Will players risk scanning for hyperspace routes or just buy data?

I think it needs to be quoted and thanks for posting that - was after that for ages!

Where's the hyperspace routes!!!

and this part is laughable...

Issues
Will exploration remain interesting and profitable long term?
What other things can players discover in a system that have value to sell?
What could the scanning process be for those discoverables?
Will players risk scanning for hyperspace routes or just buy data?

Will exploration remain interesting from that list and what they gave us is pointing at round jpeg's in space??????
 
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