@@SpaceTomato there is nothing to explore. you can enter any planet with every spaceship, no weather, gravity or any other forces will keep you from going where you want, Thats not exploration. No scanning and working with data, no biological harazd nothing. just go wherever you want how you want Lol. tomato close your channel we know you are just a paid shiller.
I liked how probing in EVE Online worked. Basically needed 4 probes to pinpoint something in space. The smaller the signature the more accurate probes you needed to get exact location and those had shorter range.
What they described in the ISC excerpt is the same gameplay i think. But you have to manually then analyze stuff, like when using silhouette sheets in u-boat sims. I too enjoyed that gameplay and am intrigued to see what CIG puts as twists on this gameplay style.
Appreciating your channel more and more with each video I watch. It's hard for me to keep up to pace with all the things star citizen, and even harder to have the historical context that applies to everything going on. You do a great job of explaining what is happening, then providing the additional context that goes along with it.
I'm glad they can give some context, there's so much to sift through I hope these can at least help summarize some of the points. Thanks for watching 🙏🏾
@@SpaceTomato there is nothing to explore. you can enter any planet with every spaceship, no weather, gravity or any other forces will keep you from going where you want, Thats not exploration. No scanning and working with data, no biological harazd nothing. just go wherever you want how you want Lol. tomato close your channel we know you are just a paid shiller.
A criminal side of exploration would be cool too, mapping out law enforcement patrols or blockades, on foot maybe sneaking into fortified facilities to map them out, and maybe some kind of traffic mapping for frequent mining/trading areas for ambushes
This short form is awesome, effective and easily consumable by the greater public. Good choice! Will hopefully work as a gateway to your long form content.
Eve Online remote probe gameplay is basically what he's describing. Sure, they can give it the Star Citizen flavor and maybe even improving on it a little, but they DON'T have to re-invent the wheel here.
@@lss247 Eve's probe gameplay a lot of fun, especially if you're trying to "scan down" a pvp target and he's trying to do the same to you. Launch the probes into different parts of the system, define their range (smaller range = better scan results), make sure the bubbles overlap, scan. Look at the results, pick your new target, reduce range and rearrange (you can control all of them together), scan...pinpoint, kill.
can you do a feature watch on hacking/data running I love this series bc you take historical context into what we have right now, what's on the horizon and the final vision. Great stuff!
SC exploration can be in so many forms, secret outposts, secret space stations, hidden locations in gas giants, legendary loots in remote places, derelict ships that can be claimed and restored, hidden ships that can be found and claimed, the possibilities are endless. My issue is the lack of imagination shown so far for exploration and mission creation. It may be due to tech limitation right now and not necessarily lack of imagination. I am not sure they are thinking outside the box, and that is my only major concern.
I think they haven't had a chance to really have any fun with missions. I feel they've been hampered by the fact that most of what they make won't work, anyways. Hoping the mission refactor for server meshing lets them start getting more creative.
Great content!! Exploration loop is the one I'm waiting for together with passenger transport but they've said in one of their last live shows that those were not on the radar for now. I believe exploration will not come before they've introduce at least a few more systems other apart from Stanton and makes sense, so to wait it is...
Developing new tech takes time, server meshing started as a crazy ambitious idea and last year we got a tech demo of it working, you don't just create tech like that over night
@@shizuoheiw There are only like a dozen people working on server meshing right now. The other 1188 people could build the game in tandem... Tech is always the excuse. Yes it is needed but it shouldnt slow down or block the rest of the development. And it certainly does look like it.. given the pace at which stuff gets released and the huge backlog of features still waiting
@@eisberg7681 squadron 42 is feature complete and the playable have has been developing the whole time, I played the hanger module when it first came out and I assure you, a ton of development has happened since then, whether or not you feel like anything is happening has no bearing on what is actually happening
@@eisberg7681 If that was the case the game would be like Starfield (took people what a day or two to realize oh locations just recycled) Also the fact it's a limited open world. People also assumed modders would be able to polish it later, yet all basically stated that the engine was so limited not even really possible. Sure development is slow but have to think of how everything will work/function with regards to new tech. (The moment something doesn't you than have to fix the issue and figure out how to not have it reappear for future upgrade patches.)
@@eisberg7681Stop thinking about it as though it's 1000 developers building 1 game, it's a game that comprises of many different systems that interact with each other in many different ways, a change here can have unknown consequences there... This is the nature of software/game development. It's just not as simple as you think it is @eisberg7681
Ok, I just left a thumbs up, when you said Exploration videos don't perform well. Let's do something about it. I love your videos, especially the Exploration ones. Keep 'em coming. Btw. that small historic pendant is a bottle opener. Cheers.
Good Stuff. Different and interesting information. I could definitely go for more episodes. Now can we get an investigative report on AI bladed and NPC Crews?
I’ve been enjoying your feature watch series. Though I do enjoy your longer tomato talks sometimes I just want to get through a video in 10-15 mins. Keep it up
A scenario that occurred to me while you were talking about maps was that you go into say, an UGF to clear out some bad guys, and you have a map from a previous visit, but they've either altered the structure (by blocking passages, for instance) and / or set up traps, etc. So you can't trust your map and if you go to download a more recent version in the facility it may have been hacked or otherwise be inaccurate. So you're on your own with unreliable info - however, the infiltrators would have to know where they could and couldn't go, so as you kill and loot them you can assemble a map or an understanding of the current situation / layout. That's another kind of exploration - covering once-familiar ground to assimilate new info as needed.
There are two functions that we need to have to make Exploration a 'loop' ie a way to earn money. Firstly we need to be able to save the details of what we found in a form that cannot be faked. Secondly we need the ability to sell that guaranteed accurate data in a secure way. If we have these then we can start earning money without waiting for new scanners, probes, mapping etc. Sure we really want those new parts but, for now, you could go out in a small ship and look for mineral deposits even if you don't own a ROC or Prospector. You find rich source of minables and you just sell the data so a miner can save time by just going straight to a good site. The same can be done with good loot or salvage etc.
I am so looking forward to exploration. I think your observation is spot on. Much like cargo hauling, although a lot more subtle, we may be unknowingly being drip fed bits and pieces of what the final experience will be.
Love this style of video. Also I can't wait for more exploration gameplay! Star Citizen is such a beautiful game, one of my favorite ways to play is to just simply fly around looking for beautiful locations or interesting POI's. Always wished for more though, this is one area where Elite Dangerous actually outshines Star Citizen - rewarding explorers for valuable finds. I made many millions of credits in Elite years back from just flying around scanning planets, and some locations came to be legendary in the community and turned into something like tourist attractions for travelers. Some locations were difficult and dangerous to get to, like extremely high G planets or extremely hot ones located extremely close to the nearby star. Players would still brave the dangers in deep space to get a glimpse of the legendary views. Of course, that was until they changed the planet generation and basically removed those locations from the game (RIP). I hope for something similar in Star Citizen one day, and I hope the players who first find those unique locations get the recognition and rewards they deserve. I do think we'll need at least a few more star systems before gameplay like this is really viable though. Hopefully uninhabited systems can be faster to create for CIG than the current inhabited ones, if anything like that is on the roadmap. I just want funky unique space locations to explore, something weird and unexpected! Until then, I'll enjoy the vast variety that can be found even in just the one star system we have. Even without in-game rewards, I get some damn good screenshots to look at.
They spoke about regular thruster travel without quantum, boosting and jumping (both using quantum)... but now we have NAV mode too, which seems to be thrust + small quantum field). So we'll have 4 modes of travel. Looking forward to them adding some lore for how NAV mode goes higher than thruster speeds using a mini Quantum bubble
Exploration is about placing items and features in the verse, while using the tools needed to find them. However it is not that simple, nor should it be, but it could also be VERY simple for CIG to build exploration into the verse. Example: Aaron Halo - explore the asteroid belts - note patterns - explore these patterns - conclusion, belt #5 has the highest density, therefore has the highest density of quantum asteroids. Sounds simple, but a huge amount of work and exploration was needed to get there. All cig had to do was up the % of quantum rocks in the center of belt #5.
Really looking forward to hearing more about repair. Which I think means I'm looking forward to more Maelstrom iterating and integration. Maybe even that isn't enough. At least I feel repair and engineering are desired for 1.0. Missin Dan Trufin. Hope he's (and the others) landed well by now
A key puzzle piece of exploration POI's that I feel often gets overlooked is that the discovery of such a POI must result in curated gameplay instead of a small set of the same copy pasted missions. And although these missions might be hand crafted, if they all are very similar, it just becomes an ineffective way of manual procgen and will feel kinda bad like the early No Mans Sky, where you could discover a quasi infinite amount of very similar content.
Something I am super looking forward to and nobody seems to talk about is that the narrative teams now, after working on the world of SQ42, came over to work on "after SQ42". I am expecting a lot of lore to start rising out of the ground all around us in SC because of that.
I can understand having some exploration missions to look for specific things, but to me, exploration is simply go someplace and see what you find. There are supposed to be a bunch of unexplored caves in the game. Go start finding caves and sell that info to cave miners. When there are more unexplored places, go find stuff and see what is there.
Agree. And its not just go its planning. You can find a planet location with terrible weather conditions that your ship is not prepared. Work with data, save it, trade it prepare for next step.
I think best way to fully make exploration a thing would be a no man sky or starfield type scanner where we dip into collecting a list of every animal and plant we see kinda deal
It's going to be tricky though, the system will need to be really vast, or systems in place for new things to be added or the exploration will just be locked down straight away by a few large orgs going out in force and sending their members out to map every nook and cranny. Then exploration is "solved".
I think there's an opportunity here to do something good. I like how eve online manages to do something procedural (elite works because there are so many systems and planets that haven't been explored yet). The game starsector does exploration well also where you can jump out to more distant planets, do a scan, find things like ruins or abundant resources and sell those to government offices for money / they can later settle those worlds.
I'm very excited for exploration gameplay to be better fleshed out. I would love to see in the future when a new star system is released they leave it initially to the explorers to find and map the locations of the planets and then down from there.
They need to have more ways to get from one system to another other than the designated warp portals. I feel like I remember them talking about that before, but I worry about people camping the warp gates.
I have to admit, I've enjoyed the changes to scanning they hid in 3.23. Being able to actually get a solid hit on a signature from 10km away now, instead of reducing the arc of reports is nice.
I believe the belt is too large to simply go over/under, but as for its purpose, I suspect its main purpose is to separate the newbie area from the rest of the game. It's protected from jump points, and the gates could restrict whoever, or whatever, CIG wants. Security could be far lower outside the gate.
I just want to be able to park my big ship somewhere in the space and create a marker on that spot and use my smaller ships to do whatever and go back to that big ship and deposit stuff in it and take it to the space ports after it is full: We can do that with delivery boxes but we cannot QT to them. And be able to use towing and QT together in my SRV
I'd love to concur ... but I think some stuff is still missing. ;-) My primary profession in the game is gonna be ... well ... exploration and stuff. Deep space exploration to be precise, and my main focus is the Red Systems. One of the things I consider part of exploration is collecting data. And while you did talk about scanning and signatures, I don't consider that part "complete". Now lemme explain. For a full circle of exploration, I send my ship into an unknown system via wormhole. My Carrack makes it way through it and the first thing I need to do is a system wide gravity well scan. Why? Because the only and first thing I might see is the system's star and nothing else. No planets, no asteroid belts. However, the system wide scan only gives me the locations of some of the heavier planets. For a more precise scan, I need to calibrate my ship's sensors to the system first, which may require additional scans from different positions. The next scan may reveal smaller planets too. For anything else like moons, large asteroids and such, I need to close to their location, like next to their local planet. Let's imagine I found a planet I'd like to give a closer look. To do so, I need to execute a "low-orbital environment scan", which returns me data like "atmospheric composition", "climate data" and the like. For a ground scan, I need to switch sensors and conduct a "low-orbital ground scan". Most prominent features like certain mountains, lakes etc will be turned into POI, but I also might get signals back that may require further investigation from a closer range or even from the ground. So the next thing I do is to assemble an away team and send it down via shuttle. The shuttle itself also has some scanners and may help to zero in to such signal. If it's a bigger signal, like an unknown settlement or a crash side, it'll turn into a POI. If it's smaller, the team may give it an even closer look. After landing, the away team will conduct some close range scans of the signal, which may result into another POI, like mineral formations or a herd of some space cows. In the long run, exploration and survey of even a single planet isn't work for one guy alone, or even a single crew. It may take several realtime days, to fully survey a single planet and multiple weeks for an entire system, if you're on your own. But you shouldn't be. You should bring not one but a small fleet of exploration vehicles - because if you're alone and slow, someone else may turn in the data ... So far, there's no money involved, right? Now you may give the planet a thorough survey, from both orbit and ground until you get a good collection of data. Bring 'em back and feed them into the Imperial Exploration Bureau and you'll get reward. Or you sell the data to one of the big corporations, they may pay you more, but neither planet nor POI will be openly known. The possibilities are basically endless.
I really like these feature watches they are awesome this ones my favie cause i wont to be an explorer, i like how you dive into one feature and explain most if not all (if possible) cause it has helped me understand how this game is going to work (in theory) cause it has been very confusing thank you for your content. also good luck with all your house stuff
I cannot wait until scannable points of interest. Imagine finding a battlefield in space of derlict and destoryed ships some that may have S tier components that are still repairable
I hope they add the ability to hack into comm stations to get data on what ships are on the planet that comm aray is orbiting. It shouldnt tell you who is on the planet but it should give you enough data to know whether its a big enough ship worth checking out on the planet
Every time i see an exploration video, it is usually one i want to watch. It's so strange how they are usually one of the least watched. I bet if there was an ISC about it being added in the game in an upcoming patch with a ton of gameplay, it probably would be more popular. What i didn't realize was that they had worked on the scanning and radar in February to allow the sharing of data between stations. I need to read the monthly reports more.
The first step to pushing exploration gameplay, pathfinding and data running is to remove QT in and around “celestial bodies” or large fortress/space stations(like asteroids, horn halo type gates… just like we have around planets. And by celestial bodies, I mean Jump points, also the size of space needs to increase for Gods sake, either that, or they find a way to make space feel useful again instead of it functioning as a load screen to points of interest. I trust them so that once we get the QT rework anyways
I know that this might start sounding like a broken record but I mean it, it doesn't matter what kind of videos you upload. I find them all interesting and will check them all out as they become available
What if SC exploration is actually SETI@HOME? Instead of running that program to analyze data, SETI data is dumped in SC and made into gameplay/anomalies for us to find 😂 On a side-node, great video! I’m also super existed for data running with exploration. Which ships are on the top of your list for this career? Also, is probing limited to some ships? If so which one? (Please let it also be the MSR)
For me, exploration/Data running/research is this, hear me out. It might need the game to be in a better place first but, basically, take 10-100 Devs, depending on the scale of the game at that time. And let them make custom POI across the verse. These POI, whatever they might be, ranging from outposts, caves, ruins, wrecks, stations, new volatile resources, etc. They will have to brainstorm for these, and then run it through all the relevant department, from lore, branding, techs, missions, etc, even to the leadership like Rich and CR themselves. When they got the green light they will then go to work adding these things to the game, but with a caveat... It will not be announced anywhere. These things won't be on the roadmap, on the changelog, on anything really. And there should be a dedicated section for these discoveries on the spectrum, but all dev have to be MUM about it. And after a set period of time since the discoveries of these POI by the players, the Galactapedia will be updated accordingly. You can even update and add new contents sneakily this way. New resources deposits, NEW resources type, wrecks, etc. Not just exploration, even Research can be played this way, say you discover a new resources type, you would then bring your MISC Endeavour with you, or you have to get a sample to a research lab. The only one who can process/refine such resources would those who either researched it, or buy the information from someone who had. Of course the usual updates and patch will still be informed like usual, such as tweaks, bugfixes, gameplay changes, etc, but they can have maybe 30-60% of content updates be added this way. And they will only add/acknowledge the updates after a certain period of time has passed since discovery. Let the community cook in the spectrum with all their theories. Aaaand yeah, that is my idea of exploration/research gameplay. I think its a great idea if done right.
I like the idea of data running and having to analyze said data, I guess it could very much be like the mechanics I've seen in submarine games, like Cold Waters for instance, where you get the data, that being the sound of the surface ship's propeller, the ships silhouette and from there you compare said data to records and can precisely guess if it's a merchant ship/military ship etc ... and this this game play could go quite deep which equals super fun times in game, hell, I might even re-install the game, but till something decent is changed or implemented, Star Citizen can stay on the shelf collecting dust, with any luck, Star Citizen will develop into a "Space Simulator" rather than the "patience tester/frustration simulator" that it currently is ... argggggg
it would be cool that you only get the map of your spawn location and your own ships. planets and stations need to be visited and Down loaded, and like you said the planets scans sold by players though a mission .eg they get the mission to scan... load it up.. other player purchase in game from Map download shop on the mobi then a sure of funs go to the player that did that scan . cool idea ..... CIG will "F" it up
I'm really not sure how much more of the SC roller-coaster I can take! One minute I'm listening to commententary convincingly explaining why SC can never get to a stable and truly playable state, the next I'm listening to a video like this showing the infinite potential of SC that is slowly being realised bit by bit, giving me . . . H O P E . . . !!!
Exploration gameplay is not a game loop. I will never understand why people imagine this to be a loop in and of itself. For some reason the community sees Exploration as something you would see in movies or books, finding hidden locations, locating derelict (insert asset) and more. But it won't be. Citizens need to recognize what Exploration will actually be. It will be locating nodes of different types. By nodes, I am of course talking about locations by which other professions can participate in their own game loop, whether these be profitable asteroids, gas clouds for fuel refining, abandoned player assets for salvage, biologics for science and manufacturing, even jump points in a way are "nodes" as these will spawn and despawn at different locations. Exploration will NOT be finding lost civilizations or ancient ruins. You can see it even in these comments, people think we will be finding things that even the developers don't know about, but truth be told, these planets are not fully procedural. They are procedural ONCE upon production, after that, the only things that change are "nodes" and anything PES maintains from players (which, if we go the same direction we are now, and people keep complaining about object persistence, there won't be much of that.) Eventually, after a week or so after a new planet is released, everything will be found, it will all be available on 3rd party websites, and "exploration" as the people imagine, will be over. It's a hard truth, but it is the truth. Exploration is simply the game loop that enables other game loops through scanning features. That is why all 'exploration' ships have advanced scanners and a ton of fuel. The game loop will be flying around chasing signatures on the scanners, learning the different signature values and what they mean, and seeking buyers of that information. I hope that is what you want. Because that is what we will have.
Ahh exploration, yes we have a lot of bases on the single system we can has, possibly 2 with pyro when ever that is... But i feel Exploration gameplay needs places we havent seen to explore....
I will add: I am worried about exploration overall. I want to be impressed, wow’ed, and totally in love with exploration. It is the one thing that I think most players want in this game, even more than PvP and piracy. One scenario I am dying to happen in SC is finding an unknown massive ship, alien even, and inside we find incredible technology but are forced to either abandon the ship or fight through waves of aggressive alien lifeforms like a movie. I want this to happen naturally, well before I ever see a sneak peak, leak, or RU-vid video spoiling everything about it. That to me is the biggest nightmare of SC, we see it and watch others experience it before we get to ourselves. I seriously hope they release new systems in the future without giving us any sort of presentation as to what is in it and what to expect.
If that is what you're looking to experience, prepare to be disappointed. What you just described is a single player scenario. Don't expect to play as an actual explorer, because there are already orgs out there that systematically discover and map anything new that comes up, using in game as well as out of game methods like data mining. When pyro releases you probably have a few weeks at best before the entire system is charted completely. The only things that can be repeatedly discovered are procedurally generated contents and those are limited in scope.
3:18 Chris Roberts also talked about ship flight and the physics in earlier articles, but here we are with Master Modes. Don't worry, they'll make exploration arcadey for everyone. Maybe even a new flight mode where you can't use shields again because your scanner is using the power for scanning.
"selling" marker and PoI. . . to bad CIG raised over all the time their very own scout troop! Navigating through the most mazelike environments blind! R.I.P. starmap :D
Scanning random areas missions would be the easiest and funnest thing to porgress the game rn. All the world details go absolutelly to waste, otherwise! Even places as close as city proximity are completely blank spots/no one has ever even seen :/
8:46 Signature? Damn... they seem DESPERATE not to do the one thing they should. Allow the drone to be a little mini ship... sending back visual information. Operator simply pings and operates the drone in exactly the same way a ship operates. Why are they so resistant to do something that seems like a no brainer? 10:59 They need to also keep on top of harvestables and even breedables. I'm not sure why they introduced the animals without also adding a way to cook them. So clearly they have a LOT of work to do on true exploration game play. As another poster already said, it does get tiresome to talk about some of this stuff because things that all of us can CLEARLY immediately think of... are somehow not things CIG has thought to implement ... no matter how benign.