Exploration Exploration Guide (What we know so far)

Adiran

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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.
 
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Adiran

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You cannot, I repeat can not go invisible. There is no EVE style stealth gameplay. If you want to be hidden and spy on people you must master keeping your EM, radar, and Thermal signatures low as possible and keep a distance where your sensors can see them but theirs cannot see you. Other things that effect your 3 signatures is armor, weapons, thrusters, and power plant. Even what you are doing effects your signature. Listening to that interstellar radio? yep they can detect you because of it.
Keeping your radar passive is also key. In submarines "running silent" is just that coasting forward or sitting still and listening for enemies. Active radar sends out a "Ping" like a beacon saying "Im here!" and you can hear that and see people using active radar but if you are far enough away they cannot see you because you are silent.
Another bonus to this is missile locks are harder to get on you when you are a stealthier setup. Every missile locks on in a different way using your 3 different signatures. if you are to far away for radar or cross section locking the missiles cannot lock onto you. Same goes for EM or heat missiles. if you can suddenly reduce to below its minimum required to keep lock you can avoid the missile.
Detection will primarily be passive and the range and fidelity of your detection in this way (ship to ship that is) will depend on if you are actively sweeping or passively listening. They talk about them having layers of accuracy with the sensors. Example; My active radar system has a maximum range of 100 meters, so my largest circle is 100 meters from my ship. My medium accuracy range is 75 meters, so the second circle is 75 meters from my ship. My most accurate range is 50 meters, so the last circle is 50 meters from my ship. This means I can detect objects/ships up to 100 meters away, but not always with accuracy of fidelity of know what it is. This is the range where I wont know if its a ship or just a piece of space junk. If I was to spy on someone this is the range I would want to stay at passively listening as I would be able to see him but he would not be able to distinguish between me and the rocks I am floating next to. Next would be 75 meters witch is where I start to see the difference between sizes/shapes of rocks and can start to see what is what a lot better. 50 meters I know there is a ship hiding in the rocks unless he is behind a rock bigger than his ship (radar shadowing).
Lastly I want to touch on fake ship ID's. This is the way to avoid bounty hunters or also to sneak into some other factions territory by making them think you are one of them. While this allows you to freely roam around there are scanners that can see threw fake ID's so be careful. Do I think these scanners will be a commonplace item no. if they were there would be no point in fake ID's to begin with.
https://forums.robertsspaceindustries.com/discussion/comment/546256/#Comment_546256
https://forums.robertsspaceindustries.com/discussion/30403/keynotes-from-live-stream-28-jun/p1
https://forums.robertsspaceindustries.com/discussion/comment/581999/#Comment_581999
https://forums.robertsspaceindustries.com/discussion/comment/571645/#Comment_571645
https://forums.robertsspaceindustries.com/discussion/comment/457464/#Comment_457464
https://forums.robertsspaceindustries.com/discussion/comment/528397/#Comment_528397
https://forums.robertsspaceindustries.com/discussion/comment/195277/#Comment_195277

Electronic Warfare
There is not much known or mentioned about EWar as far as hard facts. just that it will be in the game and mentioned as class 3 item. Things like chaff and flares are in game currently and act as EWar to missiles, "Counter Measures" so to speak. But it has been mentioned that things like turning off enemies engines, activating maneuvering thrusters to spin them out of control, and hacks to mess with sensors will or can be present in the PU.
https://forums.robertsspaceindustries.com/discussion/comment/1024996/#Comment_1024996
Missiles will use the same sensor systems the ships will use (some even rely on your sensors to work). Heat seeking, radar guided, cross section, and dumb fire are all different types of missiles.

Fuel usage and consumption
https://robertsspaceindustries.com/comm-link/transmission/13238-Wingmans-Hangar-Episode-36
https://forums.robertsspaceindustries.com/discussion/comment/618968/#Comment_618968
This video is a wealth of knowledge on more than just fuel but he confirms 2 types of fuel and how they will be used, as well as the 4 flight modes your ship uses. The fuel types will be Afterburner(boost) fuel, and quantum fuel. He states 3 types of fuel but he says the thruster fuel (or impulse speed, regular SCM speed) is a fuel you do not have to manage. Meaning there are only 2 types you actually worry about. If you ship is equip to restock boost fuel in flight then you can replenish that on your own otherwise you will need to buy/replenish it at a station or from a fuel ship. Quantum fuel is used for quantum jump and jump points. Jump points utilize a lot more fuel than a quantum jump.
Flight modes are precision, SCM (space combat maneuvering), cruse, and Quantum Drive. In precision you can maneuver around space dock with smooth slow motions. SCM is the maneuvering we see in arena commander. Cruse is fast motion that has little maneuvering but is much faster than SCM. Quantum is your standard "warp" speed.

Also linked above some of the screen shots show not only time of travel ETA but fuel consumption. It showed a 3 stop travel across sol system taking half of the ship's fuel.

Misc.
https://forums.robertsspaceindustries.com/discussion/comment/453208/#Comment_453208
https://forums.robertsspaceindustries.com/discussion/comment/1341413/#Comment_1341413
https://forums.robertsspaceindustries.com/discussion/comment/1584960/#Comment_1584960
No need to stock up on food and water as they likely wont make you eat to stay alive. A bed will be needed to "Hibernate" and log out safely. Also there will be Dead Space like events on derelict crafts. This means exploration ships will need crews of marines to handle the scary stuff the scientists cant handle.

  • Scanners and Radars
    • WillsOp Long Look Radar
      When the UEEN came to Anvil needing a ship to handle mobile C&C, Anvil turned to WillsOp, one of the most trusted names in scanning and deep-space radar. Together they developed the Long Look Radar (LLR) system as a way to upgrade the modern Hornets rather than developing an entirely new ship. Fully loaded with WillsOp's suite of scan systems, the LLR now brings its raw analytical power to the civilian market, turning an already dependable vessel into a perfect scanning fighter. Hornet Only
      • Radar AND a Scanner
      • What it can scan for is unknown at this time. Presumably combat specific information, but it also is described as an explorer.
      • Contains the full suite of scanners WillsOp makes, not just one information type.
      • Enhances active and passive.
      • Also contains a C&C module.
      • Occupies a Class 4 hardpoint, in contradiction to previous statements about sensor pods being Class 3 gear.
    • Chimera Custom Scanning Package. Stock on the 315p.
      • No details known.
  • Tractor Beams
    • Only one so far, stock on the 315p. I still need to look up the details...
  • Stealth Armor
    • Hornet Ghost Armor.
      • "Diffuses scans." This sounds like it is referring to scanners, not radars.
It is worth noting that the LLR is both a radar and a scanner, that it enhances both active and passive sensing, and that it contains more than one type of scanner (the full suite that WillsOp makes) while also being a C&C module.
 
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UnderSc0re

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We may need to have dedicated squadron of explorers looking for broke down Bengals that first week or so. Not to mention mechanics and escorts. I know I plan on taking the whole week off at least so I'll be down for either.
 

SPRNinja

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I think a lot of my time early in the PU may be spent in my DUR (if i get it) or my 315 just flying around...

although i may need more space dollars
 

UnderSc0re

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I think a lot of my time early in the PU may be spent in my DUR (if i get it) or my 315 just flying around...

although i may need more space dollars
Yeah that's what I was thinking too. I've been looking for a reason to get a DUR but If I'm on a budget I may go with a 315.
 

SPRNinja

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In terms of the ability to just *take off and fly* i think a DUR is the best option, i feel like you could just get in it, take off and be gone for weeks, i wants it my precious yes
 
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UnderSc0re

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Has there been any discussion or info on how we will upload or get paid for exploration data? I haven't done a ton in Elite: Dangerous yet but it seems like you need to far away for it to be valuable and I haven't messed with much unexplored stuff yet. In SC do you think we will be able to upload data at jump points, random stations, or through a WAN of our org mates by piggybacking signals?
 

Jokyr

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I'd think the exploration would be more for finding resources for reclamation by Test , and the profits that they would reap.
 
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thanatos73

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I will either be in my Red or my DUR looking for interesting stuff for TEST to exploit, and if needed, I can loan out the other, and I will be needing a co-pilot/RIO.
 

thanatos73

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Oh, the Red will be turned into the Yellow, as seen in the sig, med-bay removed and living quarters and cargo area installed, once that is possible.
 

SPRNinja

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*test finds Bengal*
"We christen this ship 'Icarus' "
we then take the Icarus and melt the wax in our wings so to speak

Hmmmm we have operation yawspoon, now operation icarus too ;)
 

thanatos73

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I thought it was real wax, from the bottles of authentically brewed and bottled Test Ale, that we were going to repair the Bangal with....
 
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CitizenDad

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Updated 06May2015

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


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.

https://forums.robertsspaceindustries.com/discussion/comment/311667/#Comment_311667

Lastly you can hide cargo/cargo bay from sensors!!!




saving for edit later... dam browser keeps losing progress... >.<
This is such a good post. Gives me a raging nerd boner TBH.

Especially after seeing this!
 
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