Updated 10Jul2016
Sup guys and gals of Test,
In this thread, I'm compiling what information is available regarding Exploration and Sensor-based Gameplay so we can see a clearer picture of where they are going and to serve as a reference for people with questions about what we know to date. Any input is welcome - discussion, correction, new or overlooked information. Please include a direct link for any new information.
I will begin with what you can find;
1. Alien Wrecks
2. Asteroid Fields with bases
3. Space Features https://forums.robertsspaceindustries.com/discussion/comment/581999/#Comment_581999
4. Possible "Treasure Island" style treasure hunt artifacts https://forums.robertsspaceindustries.com/discussion/comment/134067/#Comment_134067
5. Derelicts that can be explored on foot https://forums.robertsspaceindustries.com/discussion/comment/484918/#Comment_484918
6. Repairable Bengal Class Carriers https://forums.robertsspaceindustries.com/discussion/38624/exploring-exploration-in-star-citizen-what-we-know-so-far/p1#Comment_590211
7. Rare, unexpected and possibly unique encounters that are not persistent, perhaps found by following faint hints and trails. https://forums.robertsspaceindustries.com/discussion/comment/607296/#Comment_607296
To begin with we are told that roughly 70% of the beginning populated systems will be unexplored and they will have systems in place to keep the populated systems containing new things to explore. The only other thing we can find is unknown jump points to new and exciting system but I will go deeper into this later in the thread.
https://forums.robertsspaceindustries.com/discussion/comment/650477/#Comment_650477 post RSI forums
Video
https://forums.robertsspaceindustries.com/discussion/comment/513719/#Comment_513719 post RSI forums
While this is all good to find things in space but how to I exploited it to make money!!!
It seems the salvage mechanic will be the primary source of income for explorers apart from information.
Letter from the Chairman
"Salvage Mechanic: Salvage isn’t an aside: it’s a career, with its own mechanic, story tie-ins and universe-shaping endgames. Search the galaxy for a host of valuable and interesting secrets using both the flight and FPS components. Discover the secrets of the ancient Hadesians, locate valuable components and cargo… or go down in history the first to make contact an entirely new alien race!"
Apart from salvage is information selling. They will have NPC's in the game you can sell the location of objects to and as a result that NPC vendor will sell the location to other players. You will get money from the NPC for the information and get Royalties each time he sells it. Another bit of information you can sell is ships with bounties on them. While scanning around you find a player who has a bounty, so you go to the NPC/player and sell the information on the target. How much money information will cost is to be determined. Also selling resource locations can be a good money maker to corporations looking to mine but I assume most corporations will have people scouting for sites for them to mine.
https://forums.robertsspaceindustries.com/discussion/comment/311667/#Comment_311667
Also it is said that you can take missions from OES to scout/scan areas/jump points.
https://robertsspaceindustries.com/comm-link/spectrum-dispatch/13123-Writers-Guide-Part-Thirteen
https://forums.robertsspaceindustries.com/discussion/comment/458365/#Comment_458365
Jump points
Jump points will likely be static in location but will "Oscillate" and navigating jump points you and other players find will need to be done from time to time in order to keep it useable by your group.
As far as we know jump point scanners will be the primary way to find jump points and finding one first and submitting a claim (unknown as to how you submit a claim) gives you naming rights for that system. ("Test" system anyone?) Jump points can exist in known systems leading to other known systems giving you more ways to find jump routs and selling them to NPC's to get more royalties each time they are sold by the NPC. Jump points to new systems can be worth a lot of money but if you try to sell it and someone finds it before you sell it its worth nothing at that point. Going threw jump points does consume Quantum fuel and jump points are the only way to travel between 2 systems. you cannot manually fly to another system without a jump point.
https://forums.robertsspaceindustries.com/discussion/comment/484658/#Comment_484658
https://forums.robertsspaceindustries.com/discussion/comment/154098/#Comment_154098
https://forums.robertsspaceindustries.com/discussion/comment/173484/#Comment_173484
Also see revers the verse video below he talks more about Jump point sizes. Think of them as a mountain pass. some are narrow and only small ships can get threw and others are large passes big ships can get threw. This means that certain routs threw known and even unknown space can only be traversed by smaller ships. Making large ships great at having all the sensors and equipment to find them, but making smaller ships in fleets essential to actually plotting them.
Here is the recently released map in dotlan format.
UEE Space
Banu Space
Vanduul Space http://imgur.com/Y4LVTNN/
Xi'an Space http://imgur.com/MB4sbgI/
Sensors, Radar, and scanning
"So, we just started implementation of the signature and radar system in the engine a week or two ago. At its most basic level it works something like this: A target emits a signature, that signature is modified by environmental effects and any boosting effects such as an extra sensitive radar unit, or an active ping etc. If that signal is over the threshold of a listening device then it is a certain target, if it is under the threshold but under the maximum range of the listening device then it is an uncertain target. The level of uncertainty scales with the difference between the threshold and the the signal.
The primary method of sensor control will be whether you are using active or passive listening, and setting your focus width. Narrow bands are more sensitive and can detect targets with greater certainty, but their use comes at the cost of creating large radar blind spots. It will be up to you to select the radar mode you want to use in any given scenario. (a tip of the hat to a commenter in this thread who suggested this functionality, proof that we do incorporate your suggestions into our designs!)
Positional sensor data will primarily take the form of the radar display which is based on and evolved from the Wing Commander style display. Informational sensor data display relies heavily on the HUD/cockpit UI design which is just in its initial research phase." HoloKitten
More things we know is long range and AWACS type sensors will be separate from your normal sensors. Also position and information sensors are going to be 2 separate things as well. You can have something on your sensors but have no idea what it is if your information sensors do not detect the item. Also to that same effect sensor noise and uncertainty will be in there as well as radar shadowing (ability to hid a smaller object in the shadow of a larger one to avoid detection). Active and passive radar is available for use. Environmental effects can and will effect sensor data (i.e. Star Trek using a nebula to avoid sensor detection by a enemy ship).
https://forums.robertsspaceindustries.com/discussion/comment/1057361/#Comment_1057361
https://forums.robertsspaceindustries.com/discussion/comment/1034190/#Comment_1034190
https://forums.robertsspaceindustries.com/discussion/comment/597852/#Comment_597852
https://forums.robertsspaceindustries.com/discussion/comment/1341116/#Comment_1341116
"Radar Pods" and "Special Scanners" are both listed as examples of equipment for Class 3 hardpoints on the "About the Game" page. There will be multiple sensor type (from ships to minerals) to find everything you are looking for. Scanning will also be required to identify a ship that has a bounty on it.
https://forums.robertsspaceindustries.com/discussion/comment/513719/#Comment_513719
https://forums.robertsspaceindustries.com/discussion/comment/1034190/#Comment_1034190
https://forums.robertsspaceindustries.com/discussion/comment/311667/#Comment_311667
Lastly you can hide cargo/cargo bay from sensors!!!
New update on system size and scale. Even with FTL travel in the latest ATV they show screens of different ways they are trying to do in game maps. one sows 3 points on a route through the sol system. Take note this 3 stop route will have a 8 min ETA on it. Giving us a idea of how long it can take going from system to system especially if the jump points are across the system from each other.
https://robertsspaceindustries.com/comm-link/transmission/15410-Around-The-Verse
Exploration ships
Also see Black Sunder's ship talk#1 https://testsquadron.com/threads/exploring-the-unknown-ship-talk-1-updated.3433/
This section will be dedicated to the different exploration ships once I finish write ups for each. Also we do know that any ship can be set up threw the upgrade system to be as good or better than any of the "Out of the box" exploration ships.
https://forums.robertsspaceindustries.com/discussion/comment/485732/#Comment_485732
Mustang Beta
Aurora LX/ES
315P
Aquila
Dur
Carrack
Cutlass Red
https://testsquadron.com/threads/ships-of-exploration.5422/
Stealth Gameplay
Naturally stealth gameplay emerges in any game where you need sensors and scanners to find things. Weather its spying on enemies or just plain trying to hide so the big bad wolf doesn't see you stealth will at some points be a vital skill to have.
Sup guys and gals of Test,
In this thread, I'm compiling what information is available regarding Exploration and Sensor-based Gameplay so we can see a clearer picture of where they are going and to serve as a reference for people with questions about what we know to date. Any input is welcome - discussion, correction, new or overlooked information. Please include a direct link for any new information.
I will begin with what you can find;
1. Alien Wrecks
2. Asteroid Fields with bases
3. Space Features https://forums.robertsspaceindustries.com/discussion/comment/581999/#Comment_581999
4. Possible "Treasure Island" style treasure hunt artifacts https://forums.robertsspaceindustries.com/discussion/comment/134067/#Comment_134067
5. Derelicts that can be explored on foot https://forums.robertsspaceindustries.com/discussion/comment/484918/#Comment_484918
6. Repairable Bengal Class Carriers https://forums.robertsspaceindustries.com/discussion/38624/exploring-exploration-in-star-citizen-what-we-know-so-far/p1#Comment_590211
7. Rare, unexpected and possibly unique encounters that are not persistent, perhaps found by following faint hints and trails. https://forums.robertsspaceindustries.com/discussion/comment/607296/#Comment_607296
To begin with we are told that roughly 70% of the beginning populated systems will be unexplored and they will have systems in place to keep the populated systems containing new things to explore. The only other thing we can find is unknown jump points to new and exciting system but I will go deeper into this later in the thread.
https://forums.robertsspaceindustries.com/discussion/comment/650477/#Comment_650477 post RSI forums
https://forums.robertsspaceindustries.com/discussion/comment/513719/#Comment_513719 post RSI forums
While this is all good to find things in space but how to I exploited it to make money!!!
It seems the salvage mechanic will be the primary source of income for explorers apart from information.
Letter from the Chairman
"Salvage Mechanic: Salvage isn’t an aside: it’s a career, with its own mechanic, story tie-ins and universe-shaping endgames. Search the galaxy for a host of valuable and interesting secrets using both the flight and FPS components. Discover the secrets of the ancient Hadesians, locate valuable components and cargo… or go down in history the first to make contact an entirely new alien race!"
Apart from salvage is information selling. They will have NPC's in the game you can sell the location of objects to and as a result that NPC vendor will sell the location to other players. You will get money from the NPC for the information and get Royalties each time he sells it. Another bit of information you can sell is ships with bounties on them. While scanning around you find a player who has a bounty, so you go to the NPC/player and sell the information on the target. How much money information will cost is to be determined. Also selling resource locations can be a good money maker to corporations looking to mine but I assume most corporations will have people scouting for sites for them to mine.
https://forums.robertsspaceindustries.com/discussion/comment/311667/#Comment_311667
Also it is said that you can take missions from OES to scout/scan areas/jump points.
https://robertsspaceindustries.com/comm-link/spectrum-dispatch/13123-Writers-Guide-Part-Thirteen
https://forums.robertsspaceindustries.com/discussion/comment/458365/#Comment_458365
Jump points
Jump points will likely be static in location but will "Oscillate" and navigating jump points you and other players find will need to be done from time to time in order to keep it useable by your group.
https://forums.robertsspaceindustries.com/discussion/comment/484658/#Comment_484658
https://forums.robertsspaceindustries.com/discussion/comment/154098/#Comment_154098
https://forums.robertsspaceindustries.com/discussion/comment/173484/#Comment_173484
Here is the recently released map in dotlan format.
UEE Space
Banu Space
Vanduul Space http://imgur.com/Y4LVTNN/
Xi'an Space http://imgur.com/MB4sbgI/
Sensors, Radar, and scanning
"So, we just started implementation of the signature and radar system in the engine a week or two ago. At its most basic level it works something like this: A target emits a signature, that signature is modified by environmental effects and any boosting effects such as an extra sensitive radar unit, or an active ping etc. If that signal is over the threshold of a listening device then it is a certain target, if it is under the threshold but under the maximum range of the listening device then it is an uncertain target. The level of uncertainty scales with the difference between the threshold and the the signal.
The primary method of sensor control will be whether you are using active or passive listening, and setting your focus width. Narrow bands are more sensitive and can detect targets with greater certainty, but their use comes at the cost of creating large radar blind spots. It will be up to you to select the radar mode you want to use in any given scenario. (a tip of the hat to a commenter in this thread who suggested this functionality, proof that we do incorporate your suggestions into our designs!)
Positional sensor data will primarily take the form of the radar display which is based on and evolved from the Wing Commander style display. Informational sensor data display relies heavily on the HUD/cockpit UI design which is just in its initial research phase." HoloKitten
More things we know is long range and AWACS type sensors will be separate from your normal sensors. Also position and information sensors are going to be 2 separate things as well. You can have something on your sensors but have no idea what it is if your information sensors do not detect the item. Also to that same effect sensor noise and uncertainty will be in there as well as radar shadowing (ability to hid a smaller object in the shadow of a larger one to avoid detection). Active and passive radar is available for use. Environmental effects can and will effect sensor data (i.e. Star Trek using a nebula to avoid sensor detection by a enemy ship).
https://forums.robertsspaceindustries.com/discussion/comment/1057361/#Comment_1057361
https://forums.robertsspaceindustries.com/discussion/comment/1034190/#Comment_1034190
https://forums.robertsspaceindustries.com/discussion/comment/597852/#Comment_597852
https://forums.robertsspaceindustries.com/discussion/comment/1341116/#Comment_1341116
"Radar Pods" and "Special Scanners" are both listed as examples of equipment for Class 3 hardpoints on the "About the Game" page. There will be multiple sensor type (from ships to minerals) to find everything you are looking for. Scanning will also be required to identify a ship that has a bounty on it.
https://forums.robertsspaceindustries.com/discussion/comment/513719/#Comment_513719
https://forums.robertsspaceindustries.com/discussion/comment/1034190/#Comment_1034190
https://forums.robertsspaceindustries.com/discussion/comment/311667/#Comment_311667
Lastly you can hide cargo/cargo bay from sensors!!!
New update on system size and scale. Even with FTL travel in the latest ATV they show screens of different ways they are trying to do in game maps. one sows 3 points on a route through the sol system. Take note this 3 stop route will have a 8 min ETA on it. Giving us a idea of how long it can take going from system to system especially if the jump points are across the system from each other.
https://robertsspaceindustries.com/comm-link/transmission/15410-Around-The-Verse
Exploration ships
Also see Black Sunder's ship talk#1 https://testsquadron.com/threads/exploring-the-unknown-ship-talk-1-updated.3433/
This section will be dedicated to the different exploration ships once I finish write ups for each. Also we do know that any ship can be set up threw the upgrade system to be as good or better than any of the "Out of the box" exploration ships.
https://forums.robertsspaceindustries.com/discussion/comment/485732/#Comment_485732
Mustang Beta
Aurora LX/ES
315P
Aquila
Dur
Carrack
Cutlass Red
https://testsquadron.com/threads/ships-of-exploration.5422/
Stealth Gameplay
Naturally stealth gameplay emerges in any game where you need sensors and scanners to find things. Weather its spying on enemies or just plain trying to hide so the big bad wolf doesn't see you stealth will at some points be a vital skill to have.
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