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Player Features and Ideas Discussion

 
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Survey Scanners

First post
Author
Korrimal Ohmiras
School of Applied Knowledge
Caldari State
#21 - 2013-06-01 18:12:02 UTC
locait wrote:


Having the barges share the scanner information will effectively increase their range.



Another clarification - I wasn't suggesting that ALL fleet members should share results but only consider that information to be part of the fleet booster role.

So
Squad Commander would only see their squad results
Wing Commander would see the Wing results
FC would see the Fleet results

You would need to be on-grid and within range of the booster's survey scanner for this to work.

I would think this would maximize code reuse - I could be wrong thou.


locait
Imperial Academy
Amarr Empire
#22 - 2013-06-01 19:24:41 UTC
Korrimal Ohmiras wrote:



You would need to be on-grid and within range of the booster's survey scanner for this to work.

I would think this would maximize code reuse - I could be wrong thou.




the reason they don't have ongrid boosting is because programming things like check if in range check if on grid with a lot of ships will melt the servers.

I will make it easy to understand. All objects ingame have an id and i bet the survey scanner finds out which are in its range finds the id of the roid and sends to the servers i want information on id xxx, zzz, 123 ect. So having all fleet see everything would mean a couple extra steps.


  1. Send roid ids to update to Orca/Rorqual which holds a master array(for non programmers i mean a master list) for the fleet
  2. Send a ping to all ships with the scanner from Orca/Rorqual with the new updated list of roid and respective information


basically the barges sends ids to the Orca/Rorqual to grab information then the Orca/Rorqual sends that information to all fleet members under him or u can get werid bugs. the ids should always be sent to the highest position the fleet. if no
Dave Stark
#23 - 2013-06-01 19:42:10 UTC
CCP Fear wrote:
BUMP!

I'm very interested in this topic. I would love to hear some ideas on how the survey scanner could be improved, what could be added to make the experience better and how it could be leveraged in a more co-operative or simple mulitplayer setting.

Would also like to hear just how it's being used. Any 3rd party tools that are being used to compliment it.

Basically, what does it need to do better to make it more interesting.


improvements:
show which asteroids are locked/being harvested.

add a column with "volume" since "quantity" means we have to faff around doing the math to figure things out, which is tedious.

add a range bonus to the foreman link that adds laser range, that way your laser range is always equal to your scanner. better meta/t2 range bonus allows for "forward planning" if you have asteroids outside of your range. also, allow us to change the range if we want to use a t2 scanner while not having the results cluttered by out of range asteroids.

multiplayer:
as for using it in a multiplayer setting, well i don't see how. it's only really useful to a miner nobody else needs to know. unless you can display the scanner results on some one else's screen so you could scan from an orca and then have the results pop up on the miner's screens then i don't see it being useful in a multiplayer setting at all.

Lilistacia
Viziam
Amarr Empire
#24 - 2013-06-05 04:19:18 UTC
Preface: I skimmed the posts...

What if the Survey scanner had two modes a "universal" mode where it scanned everything in range, and a "Target" mode that displayed the current unit count on the roid either visually or numerically.

Thoughts

Lil
Korrimal Ohmiras
School of Applied Knowledge
Caldari State
#25 - 2013-06-06 04:13:45 UTC
bump
Rayzilla Zaraki
Yin Jian Enterprises
#26 - 2013-06-06 04:39:24 UTC
Vesan Terakol wrote:
Maybe it would be good to be able to transmit the data from survey scanners on Orca/Rorqual to members of your fleet, like an unique ability for industrial command ships. Could be a shared spreadsheet for the entire fleet or as an overlay of the asteroids - when a fleet member locks one, he gets the amount next to the targeting reticle or in place of the HP bars in the locked targets list.


THIS! Times 1000!

Gate campers are just Carebears with anger issues.

Alx Warlord
The Scope
Gallente Federation
#27 - 2013-06-06 22:11:32 UTC  |  Edited by: Alx Warlord
How about using the survey as a "target painter" and the painted asteroid gives a % bonus to the lasers on it.

otherwise some information like remaining ore volume, (not units), time until depletion when mined by you (compared to your lasers). Number of lasers or ships targeting it.... these kind of information would be really helpful.

Also, can you make asteroids "explode" (or implode) once depleted? or make they shrink based on how much ore is left on them?
nesdaq
Viziam
Amarr Empire
#28 - 2013-06-07 00:45:42 UTC  |  Edited by: nesdaq
I use the scanner mainly to to lock roids i wan to mine. They are here sorted by name ,range quantity

What I'd like to see is:

* wayyy bigger scanning range (in my case (0.0) i only use the orca/rorq scan to get total numbers thats mostly a one once time job only.)
* showing if the roid is in range or not (for the love of god use one decimal, hard to figure out if in range, if your laser has a range of 26.5 while scanner/overview only showing 26 or 27)
* showing who has target locked to (scanning range/mining range)
* showing decrease value since last scan (and calculate eta depletion time)
* units/m3 math build in., i try to split the load trying to end all together and not all to a single roid (due to lasers are mining in m3/cycle)
* those we use a scanner to can see other results on his scanner.
* scanner interacting with the mining lasers to use them more efficiency when a roid disappears
Shereza
Center for Advanced Studies
Gallente Federation
#29 - 2013-06-07 05:29:43 UTC
Might be nice if survey scanners provided benefits other than just raw information, like slightly reduced capacitor cost to ships linked in with them on the grounds that they can more efficiently mine the ore because of said scanners pinpointing where the highest concentrations in an asteroid are. There shouldn't be any sort of cycle time or yield bonus of course, but things like that or improved lock speeds on surveyed asteroids could make things interesting.
Shana Matika
KDM Enterprises
#30 - 2013-06-07 09:25:53 UTC
Just as idea:

Grav Sites are actualy directly warpable - like asteroid belts. This is bad in so many ways that I don't need to explain to anyone why I guess.

Change Grav-Sites so Onboard Scanners can find those sites, but ONLY IF A SURVEY SCANNER is fitted!
Without you have to use Probes or Scoutships (Covert Ops and their T1 Hulls can also find those sites directly) to find those sites.

If you have an Orca or an Rorqual in Fleet and System all ships can use their fitted Survey Scanner (maybe new module: Gang Survey Scanner - only useable on command ships and industrial command ships).

An Yes:

  • Brogressbar in Survey list
  • if or who is mining wich roid
  • M³ display
  • loop for scan
  • Short overview how much m³ of ore is in what belt (no details, just a plain estimated beltsize) -> Maybe some graphical indication like a red, orange, yellow and green asteroid symbol next to the belt name with adjustable numbers when the icon get red, green, orange, etc). Just new Gang Survey Scanner?
Lai HasCake
Republic Military School
Minmatar Republic
#31 - 2013-06-07 09:30:38 UTC
The idea of grav/ice sites only being scannable with a survey scanner is a really good idea.
nesdaq
Viziam
Amarr Empire
#32 - 2013-06-12 23:18:17 UTC
bump :)
GooieGoober
Miranda Regional Technologies
#33 - 2013-06-12 23:48:39 UTC  |  Edited by: GooieGoober
I like the idea of knowing who is locked on what asteroid. Its a PITA when you find out that someone else is draining it and you waste a cycle. Another thing that would be nice is if you could have a "system" scanner.

I typically spend an hour or so in hisec just looking for a belt that has enough ore for a mining op. I send someone out with with a raptor and a spreadsheet to rate each belt in a system to see if they are worth mining. Many times they have to jump to 2 or 3 other systems to find a good enough belt. Big waste of time. If you could pop in system, click "scan" and then get a quantity of ore/belt for that system that would be great. Maybe make it a Orca/Roq only scanner for the CPU required to use it? You could then just warp to the belt with the whole crew.
Shade Alidiana
PROSPERO Corporation
#34 - 2013-06-16 21:42:58 UTC
I like the ideas about repeating scanner, depletion ETC and delta. Sharing results also looks nice, but not actually necessary. Tagging - of course yes. Someone mentioned grav/ice sites scannable with survey scanner - of course yes.
Scanning whole system belts? Well, maybe.

What I'd like to see is directional mode with increased range, +- like d-scan. 360 - 22 km, 180 - 33, 90 - 44... Or any other similar progression.
nardaq
Orion Expeditions
#35 - 2013-06-22 12:22:28 UTC  |  Edited by: nardaq
ohhhh bump

CCP, this is really going to be happening.
You have a ETA on it, or is this one of those changes on a low priority and will be (if it will be) added to the game?
Alvatore DiMarco
Capricious Endeavours Ltd
#36 - 2013-06-22 12:34:26 UTC
CCP Fear is just gathering ideas for how to revamp the survey scanner; no actual plans are in place yet.

At least, that's how I understand it to be.
Korrimal Ohmiras
School of Applied Knowledge
Caldari State
#37 - 2013-06-30 15:31:08 UTC
I do and don't like the idea of a system wide scan and the ability of the survey scanner to pinpoint ice fields

So here is the counter arguement

If you are at war or in low/null with a mining fleet then any fleet looking for an easy target would be able to do the same and simple warp to the asteriod belt with the largest quantity of roids in it. Chances are that is where you are going to be too, if not right away then it is a good possibility that the largest belt would be next on the list. All they would have to do is just sit and wait.

Right now, if a WT comes on grid you at least have a chance to dock up. With a system-wide mechanic I could envision this being close to 0 chance and subtantial slaughters as you wouldn't even need to scout the belts anymore.

So +1 for making mining easier for fleets, but -1 for increase in number of industrial pops.

Counter arguement #2

You find yourself a nice ice belt and merrily go along your business when a roving fleet shows up and mines the heck of the place before you get 2 rettys full for your own POS. In fact there is a Russian fleet that regularly shows up at the local belt within about an hour of it spawning. They generally have a curcuit they fly and mine out everything they can find.

If you make it so that these belts can only be found using a special survey scanner and that the scanner can only be fitted to an Orca / Roqual - then individual pilots that only need enough to power a small or medium POS will get locked out unless you plan on keeping an Orca in system for the sole purpose of doing one scan to pinpoint the location and then dock that up to go get your retty.

I agree that the galv sites are too easy to find at the moment but the cost / benefit of solving that by only allowing an Orca class ship able to find them - is a bit too much the opposite direction. Locks out anyone that doesn't have 1B to spare to purchase and fit out an Orca.

So again +1 for solving the galv sites being too easy to find but -1 for locking out everyone who can't afford an Orca.
Swiftstrike1
Swiftstrike Incorporated
#38 - 2013-06-30 19:09:40 UTC  |  Edited by: Swiftstrike1
On a similar topic, ship scanners...

Please add some functionality into the ship scanner so that the modules are sorted into "Hi slot", "Mid slot" and "Low slot" as in the fitting management window.

It would be great if we could see e.g. "Heat Sink II x3" instead of 3 separate entries each called "Heat Sink II"

Finally, the description says that the module's effectiveness decreases the further you go beyond optimal range (or something along those lines). However, my experience is that even when you are 500m away the ship scanner will never give you a complete fitting. Maybe you could reduce the optimal range to something like 5km and change the mechanic to give a full readout every time if you are within optimal?

EDIT: This might be a little overpowered, but perhaps if you have just scanned down their fitting, the ship scanner could give you their ship stats (assuming minimum skills required to use the modules they've got) including DPS, range, EHP, resists, top speed, etc... everything you get in the fitting window for your own ship

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Murl
The Buffet Assault Group
#39 - 2013-06-30 23:08:14 UTC
Very good ideas in this thread.....love the idea of tagging roids and tracking who is on what rock.
Caleb Ayrania
TarNec
Invisible Exchequer
#40 - 2013-07-01 01:09:29 UTC
Please for the love of god remove the collapsible menu system.

Change it all to one big "spreadsheet" and add the appropriate tables and sorting options.

I would really love the idea of showing who is targeting the roids, when surveying.

Also the fleet base "call primary" painting the roid for fleet members.

In short making the survey scanner a form of mini overview, function wise.
This would also be a great way to test features and functionality for a new and improved overview, without disrupting important combat.

Personally I would like to add value of roids, and summed values of types, using universal avg (same as in hangars).

A small indea that might be useful would be allowing to add bookmarks showing in the scan results. Personal and corp based. Thus helping with logistics and positioning. Again a nice way of experimenting with things that could later be really awesome in combat based overview. (Potentially a combat/ship scanner could take over similar functions)

The sharing idea would be really nice if you could pool together results and "Save" import/export roidbelts / scan results..

This would especially be useful if ccp considered developing belts to have more scatter and composition based limitation instead of current size based despawn and respawm ones.

A really useful way to reduce the need for spawn and despawn would be to make size of the roid itself a bonus to yield. If the static roid belts was totally removed and size of grav sites was tweaked accordingly to balance flow of minerals, a new and improved mining would develop.

Sharing scanned info on grav sites. Active prospected "belts" Strategic positioning for optimal yields. Number crunching estimates on time for site depletion.

All build around the new scanning / prospecting mechanics emerging from the Odyssey scanning mechanics and the survey scanner features.