Stemming from posts contained in other topics (here and here), I wanted to put together a rough outline for a set of new features, game objects, and ship equipment that would provide a more intricate and engaging exploration facet of the game.
Rough. Outline.
Ship Equipment:
Scanner Module - For satellites; send commands, receive new data, store and retrieve existing data.
Probe Launcher - For probes; required to initiate a probe mission. Includes the telemetry stack required to receive probe data.
Consumables:
Probes - different types cost different amounts.
* Some types are limited availability (only certain city/stations and pilot ranks can obtain these).
Satellites - different types cost different amounts.
* Periodic operation and maintanance costs (similar to crew member wages). Limited availability (city/station and rank).
Satellites: Long-term monitoring, used to gather information about known systems.
Satellite Types (2):
* Signal Array - News, Market data, Contracts
* Sensor Array - Ship data (number, range and/or direction from satellite, type), jump detection, weapon fire detection
Question: In this procedurally-generated universe, does the above information exist prior to the player/pilot entering a system?
Probes: Short-term reconnaissance, used to gather information about unknown systems and immediate intelligence on jump destinations.
Probe Types (4)
Long-range, low-resolution survey - "Variable-Gain Electro-Magnetic Reconnaissance (or "V-GER", similar to "Voyager", yes?)" - used for initial system survey at long ranges, though providing little detail.
* obtains basic sector information, including stellar and planetary object counts, natural satellites (moons), asteroid fields, nebular regions
* Launching more of these as part of the same mission help resolve details through triangulation, such as position information in addition to just the count of objects.
Medium-range, medium-resolution survey - Wide-Array Telemetry ("WAT") - used to get more detail about wat's there...including large asteroids (those with sub-surface tunnels), larger non-natural objects such as stations and planet-side cities
Short-range, high-resolution survey - Magneto-Analysis Partial-Spectrum - ("MAPS") - used to find out what resources exist at a given location (stuff to mine or tractor) and for those large asteroids or other things with tunnels, locate the entrance.
Short-range, high resolution surveillance or Distant Early-Warning ("DEW", leading to the obvious probe deployment mission being referred to as a "DEW drop").
Used to identify potential risks at a jump destination.
* Ship data (number, position, direction, velocity, type), jump detection, weapon fire detection
* Same system or adjacent sector (If i'm using the term sector correctly... I mean the adjacent square in the nav map)
User-interface implementation
There are many different approaches to how the data returned from these satellite and probes can be managed. One implementation might look like this:
* Add another panel to the MFD on the right - the one that currently toggles the display between ship/cargo data and target lists.
* This panel provides a scrolling list of deployed satellites or probes if you have the Scanner Module and/or Probe Launcher installed on your ship.
* Selecting a specific satellite or probe presents the data that satellite or probe has collected.
* There should be a logging option available to write data collected by probes and satellites to a text file for use outside the game.
What would these satellites or probes look like? They could look like anything, possibly even satellites or probes. For example, in my mind, I picture the short-range probes as looking a lot like Arctic Puffins. I picture the long-range probes as looking like Emperor Penguins.
Not really. I was just curious if you've gotten this far in my topic.
None of this needs to be added in one monolithic game update.. Of course, I'm only saying this to increase the possibility of an actual implementation. Secretly, I'd love to see this in a patch next Tuesday.
Add your ideas, voice your support, share your disdain.
Thanks.
Other Random Post-It Notes
Satellites provide real-time data flow. Probes do not. Short range probes have a short delay before data is returned to the ship. Long-range probes have a correspondingly longer delay. How long a delay? Play-testing will help determine that.
Costs should be low enough for a new-ish pilot to afford a probe or two. But high enough that any real methodical survey is going to drain wallets. Likewise, floating a single satellite might be do-able for a new-ish pilot. Having a fleet of satellites monitoring market data throughout a system would be correspondingly expensive enough to make it challenging for even the most successful of trader pilots. The periodic maintanance cost for a market data satellite shouldn't be so high as to make it unprofitable to maintain the satellites. Knowing the high-low prices and news feeds for a given system should impart a financial advantage. But should not come "for free".
Ship equipment costs: The best equipment is the most expensive, but provides bonuses in the form of reduced deployment times and/or larger volumes of space covered by a given probe or satellite.
Gameplay advantages include providing a potentially unlimited (from a practical standpoing) money sink to counter-act the accumulation of wealth for end-game pilots. In addition, even for newer pilots, a more interesting method of exploration - one that requires something more than an AFK flight on auto-pilot while you go make sandwiches - should appeal to some subset of players. The implementation might even appeal to those players with very narrow focuses and objectives. For example, a player that typically plays just to shoot things down might find the surveillance satellites and short-range probes to be an interesting tactical device.
Satellites last as long as they are maintained. Probes decay as they complete their mission.
When saying "Long-range" or "short-range" what kind of range are we talking about? I don't know. Play-testing will determine that. As a starting point, I would expect long-range low resolution deep space probes to reach throughout a given system, possibly into an adjacent system. I may be using incorrect terminology however. So when I say "system" I believe I mean the names you see on the quadrant map. That would define "long-range" for me.
Probes are over-powered and will make the game too easy!
From another topic:
That would indicate 400 million sectors to explore, if I understand the quote.Originally posted by Vice
The Evochron Quadrant itself is about +/- 5000 sectors SX, SZ, +/- 2 sectors SY on the galactic ecliptic.
[Edited on 10-15-2010 by Aesir Rising]









