All questions on your radar 0:00 Intro 2:50 What is radar, scanning and ping? (4:48 clarification on the scope of this isc) 7:29 When on foot will we get our ship radar data to our fps radar? 12:31 Will we still be able to save and sell Scanning data? 13:25 Will dedicated scanning ships have better or more sensitive radar? 16:50 Will turning off all systems hide you from passive radar? (17:59 hiding in gas clouds) (19:33 "Visibility meter") (20:50 Ship UI and WIP) 21:55 How will data be shared or sold? 23:55 Will radar or scanning have its own MFD? 26:15 Will the Copilot be able to scan, ping? 27:35 Will we able to filter the scanning or radar data? 29:35 Will the awful scanning cube get removed? 33:23 What will FPS Radar be able to detect? 37:34 Will scanning be skill based? 41:05 Do we know when we can hide in ambient noise? 43:45 Will we be able to scan planets? 46:05 Will the new tech remove the god mode bounty hunter marker? 48:10 Will there be jamming and counter gameplay? (54:00 spoofing / false signature) 54:26 Long range scanning. How is it prepared for the future? 57:35 outro
I wonder if they'll put among infrared, UV, radio, X-ray, etc. different spectrums scanning (at least, x-ray and infrared, it could be interesting even in FPS)
i miss bugsmashers. As someone who enjoys coding in their spare time, it was a real treat to see how they handle the weirdness that comes with the field
Thanks for all you do and, finding fun in it, along the way. Jared, Mark, Sean, and all the teams. Here's hoping there's time to do the other things as well.
I do like the idea of location data being presented in the player's field of view rather than a separate screen or menu, but I agree - the blinding neon cube of ultimate blinding fury brings as much noise and clutter to the table as any information it hopes to convey.
I love the attention that is paid to this part of the game. I think it is extremely important for the feel of the ships, and the gameplay in general. I am so glad you guys understand this.
Thanks guys. That was very informative. Personally I have a couple ships that are supposed to be dedicated scanners and explorers, like the Terrapin, Constellation Aquilla, and Carrack, and it's nice to see you are working on that function to make those ships able to do what they were designed to do. Keep up the great work and I look forward to seeing better scanning in the game.
44:00 "Will we be able to scan planets to collect resource, etc data" I hope not except for the most powerful of scanners, such as the Endeavor's telescope. And even then, it should be a very basic overview without any details and *only* broadscan the surface area they have facing and visible to them. We have to remember that exploration is likely going to be the most common activity performed so there needs to be things to find on a constant basis. This type of information should be obtainable through a centralized explorer guild database and this database is populated by all the explorers contribution. These explorers should get their data by having to actually go down to the celestial and gathering the data first by doing a regional scan, then an area scan, then scanning a certain amount of samples of the resource or whatever. THEN this data needs to be delivered to the exploration guilds data stores. THEN players need to go to these stores to update their databases. The data quality should decay over time so that explorers will need to keep updating.
Ship Sensors would be a better name than Radar. Radar as we know it is a pinging device, as it sends out radio waves and detects their return signals. Your radar is really just a sensor that detects CS, EM and IR signals. Mark would say things like a stronger radar would pierce to identify something, when in reality it is that a more sensitive sensor would detect a weaker signal, or maybe one with more noise around it. Great show, as always.
I appreciated the “when” question from Jared. Even though Mark couldn’t give a precise answer, his answer was helpful in further specifying some of the distinctions on how background interferences will work.
It would be nice to have “opt in on target” as a filter alongside “opt in on all” :) Loving that the foundations to scanning, ping and radar are in. Looking forward to the upcoming UI changes.
@@PerfectCode agree. I like how Jared is clear and enthusiastic. the whole VC setup is also not bad. As far as I now, we have never seen a bad connection or drop call so, knock on wood.
I missed that episode first but it is very interesting. Happy to hear that the basics are finding their way into the game. Looking forward for exploration scanning like flora and fauna and filling up my database with these information. One day i can do long range scanning with my Endeavor Telescope.
Despite being WIP I dig each and every UI change over to BB. The more the better. 3.14 scanning sounding juicy. Dig that we are going to be sharing info ship wide. Contact type filtering 🤩 Curious how the fuzzy ping info is going to be displayed. Look forward to some iterations on it getting dialed in. I am anxious for a more fleshed out E-Warefare system. Like the little tease. Yes 1000 times on planetary info, cant wait for that. Nice vid. Some reassurance on my expectations. 😁 Sounds promising although it may be a bit until it is all dialed.
For bounty targets, it should hint at the general location, but you will have to track and scan areas to reveal the bounty's location. Would also like if they will add AI bounty targets that can be captured soon, cause I know players will just pull the plug if that happens. Give players a higher bonus for bringing back live targets, as a sort of an incentive not kill, but only if necessary.
I'm just glad they seem to be on the right track with CS. I always hated the static number that represented cs. Now it seems they are going with a more realistic approach
I would love to have a "reverse cloaking" device to trade for my scanner on my terrapin where it just emits a blinding amount of IR and EM to look like a giant ship and hide stuff. You guys are getting my space turtle excited!
51:00 "Chaff is an ECM, it creates a cloud equal to your EM signature"(paraphrased) Ooooooh...this is a great idea! To add more *skill* to ewar you can make it to where the chaff will always launch just enough to counter the *current* EM signature, which means a player can choose to reduce their signature and therefore use less chaff... Good ewar specialists will be able to make their limited chaff supply last longer! Would also be neat if the ewar specialist was able to increase/decrease the amount of chaff released so that they can create bigger clouds(to hide others) or smaller clouds that last longer. So much potential for signal disruption.
Yeah I just want to know in the dedicated seats that say Scanning Station or whatever like in the MSR or the Terrapin, do those have special abilities or features that other ships do not. I hope this is the case where they do so that those ships and seats will be more special. I did not really hear them answer it other than saying that it is just going to be a MFD like any other seat..
Imagine this: Your on a mission developing illigal medicine that needs to be in cool temperatures, but you get chased, hide within space in some interstellar cloud or something, I feel like it should be a gameplay moment of "Let's turn off the cooling mechanicsm in order to stay hidden", that being a risk and reward, risk losing the medicine, reward, other ship doesnt find you.
3rd watch, when youre far away. Planets give very basic info Grav pressure atmos. After getting closer more information is added on prospective mineral composition and locations IE outposts. Planet side back to pings and scans. Players and points of interest intermingle with the term "Anomaly detected."
Would love to see an FPS radar that tracks motion, similar to what is on the smart guns in the Alien franchise, but as a separate utility item (not built in to any weapon).
To add to that, it would be awesome if you could scan a building with your ship, have the co-pilot sit back and keep doing scans, and have that data pushed to your 3D map on your Mobi. So if you are willing to reveal yourself you can have a much more detailed map of the area with contacts and everything. If you want to stay quite then you have to rely on personal scanners. Would be great for infiltration teams or SAR.
As the end game of scanning... just saying the Carrack should be able to see anything long before being found. I would love to have a graphic on my hologlobe of who is scanning and be able to stay out of their range.
Still not a 100% convinced that this will actually make for fun gameplay or if will just be confusing or noise that you ignore for the most part. Also if there will actually be so rare and valuable information that people will be willing to pay for it. (I mean NPCs might but that's not overly interesting)
I look forward to the day a basic scan sweep just revels a ship class and if you want more you need proximity and prolonged scanning to get the hullID/registered name, then registered owner, lifesigns etc in stages. No more instantly knowing that's xXxYourMumxXx in their Eclispe with a crimestat and their entire lifestory at will.
That and not having a progress bar so that you know there is more to get once you think you have everything. Because you already know if it is a MSR, we don't need the secure cargo area screaming out, "Look at me, I am here, just a little more scanning and you can see me!"
Marks episodes were the best... we want him back badly. Summon the bug smasher for us again! Honestly: He inspired many people to get into programming... Bring him back.
@@joker_g7337 Jared said awhile ago that it had nothing to do with lawsuit. He said Mark was too busy. I believe him because if it was the lawsuit they would of taken down the shows
One would think that we could only get a direction/trajectory from that. Without hacking into the ships logs anyway. If they put in allowing for following energy trails then maybe you could track, but it may be easier to wait till they get near a comsat and flag the network. So with knowledge of the ships Q Drive, if you got that info already, then you would have a direction and max distance. But there could be any number of QT points in that line. And that's not including the fact that we should be getting the ability to QT without using pre-determined points. So just a distance in a direction. So that would make the variables pretty near infinite?
@@DarthPoyner I imagine just a sweep that shows up maybe colour, thickness and faded. Colour for type of ship/QT engine, thickness for size and faded depending on how long ago.
Hello, SIG! On thursday you presented us a very interesting ISC. But what do you think about changing scanning from "hold X to scan" to a minigame, something like mining? I think, it can be interesting, especially for multicrew gameplay.
Please ask Tony Z to work with Devs on "The Life of an NPC" which is different from "Death of a Spaceman" & in so doing, flesh out at least 3 different types of NPC to start with (who may perform up to 30 functions, who knows) ie: a cleaning NPC rounds a corner buffing a floor with some device & the moment you pass him and round another corner, he's changed outfits and is now doing something else. I think they'd be linked to the player(s) & manifest according to the environment and situation. So the matrix of the verse will only appear to be well populated with NPC's who only manifest when needed and otherwise remain as a quantum entity, running an algorithm in the background (for the economy), at most. It's time to get them performing their various functions and to come down off the chairs, imho.
I'd ask that Tony consider making one called "A Hero with a Thousand Faces" (nod to Joseph Campbell who inspired George Lucas) who is the NPC that's closest to the player in levels of interaction. That right hand man type NPC we all rely on and come to trust as a close ally and even a sort of friend, aside from our human friends. Some loners will run large ships with their NPC's. Those "pet" NPC's ought to be given a more grandiose, heroic role, imo. Like a hybrid between an NPC and another player. Hero NPC level, highest level or type and class of NPC's. Certain famous (or infamous) bartenders come to mind in that kind of role, perhaps as a model.
So "Life of an NPC" would have a hierarchy of levels, from the most sophisticated, to mere window dressing (most). What they "do" are just algorithms, but attached to functions, so if you were to show up at a factory, you'd find them there working away. Gets tricky however, when you have shipping lanes that could be interdicted by players, then you might need a protective fleet in UEE space, to ward off trouble makers? And where one line gets broken, another starts up immediately, such that the players could never ruin the game or economy. Therefore, a fighting warfare NPC will be needed to actually helm those ships and turrets & missile systems, where if a ship were boarded they would appear at their tasks. These same class of NPCs would then make for great shipmates of players also. Balancing that interplanetary warfare, just to facilitate shipping and commerce - is where a LOT of gameplay variations will take place, since it is a space game centered around ships and weapon systems, including E-Warfare. What have you guys got yourselves and everyone INTO?! Crazy! I like it.
That's the "Verse" that dynamic persistent universe with NPC's running the show, which players enter into. Just wish there was more of an emphasis on getting that off the white board and into the world, to bring that world to dynamic life. It's time.
The names used are all mixed up and confusing, in my opinion. What CIG calls 'radar' ought to be called 'sensors' or something like that... 'radar' implies (to me) that the ship is listening for echoes from a directed signal _it is sending out_, so that word would be a better name for what CIG calls 'ping'. Or keep 'ping', and just get rid of the word 'radar', since that means radio, and in game sensors use other media including IR and CS. The directed scanner could then just be called 'scanner'.
@JaredHuckabee pleaee give us some more on this topic when you get the chance and when we have more info. I am especially interested in this as it pertains to hunting down hidden enemy forces in a system with a terrapin who can then send in fighter/bomber wings for a capital kill. Hunter/killer gameplay loop ftw.
2cnd watch.... skill is knowing what the EM/IR levels are and being able to say aha thats a carrack. Its about information bleed. Seems like a lot, but a dedicated scanner needs something to do, and I'm sure all EMs will be found online.
I can see a way to move into a target without anything turn on . Couldn't you get a thrust vector going, then go decoupled, then turn everything off to "cold coast" into a target zone?
Off topic here - But whens that Polaris gonna come back on the roadmap? Got really hyped when i saw it was getting worked on. Also is it going to be bigger than 155m to accomodate the rest of the features?
More MFD interaction while doing all sorts of different tasks within all sorts of different aspects, pls!! :D Please tone down the "everything is in the HUD" aspect. Make more of the cockpit interactable and "nessecary to use". Lots of cool stuf being talked about here. The immersion is going trough the roof if more of the cockpit is being used (i.e Elite Dangerous uses a MFD to list space stations, landing zones and planets on the left side, instead of using the Mobiglass for everything, or having everything in one place like the HUD). I paused the video at 23:54 to write this comment... lol. Perfect timing
Scanning planets, somehow, for oxygen levels is something I've had on my whishlist for a while too. Would be nice to find out if you can take the helmet off on a planet without dying in the process....
For the radar; why not using the power input and rotation of the radar for CS. Then make blobs of it, so for example you get a big blob back or maybe multiple blobs (when using the example with big ship masking smaller ships). Dont make it too hard for yourselves ;P
Im thinking if you can tie in part of scanning with exploration. Like if you can longrange scan a incoming comet full with valuable resources and try to scan where it will impact on a moon or planet. And also please add scanning for drones on the carrack so one player can fly drones into a cave and scan it for ancient ruins, treasure , resources and do light threat assesement. Also it would be supercool if a crewmember could carry a drones radio controller so you could be outside the ship and watch a drone pop off from the drone launchers on the carrack.
From what they said about chaff and such, since it is EM it would light you up for kms around. If someone is within the blast then their systems go down and it doesn't matter. If outside it, they see a huge sphere of signal for a time. This would probably act like a large ship so it would overcome other signals unless you get closer or focus, but it would fade over time.
Maybe I missed this, but did anyone ask whether camo paint would work (even a few % worth) as a counter against CS scanning? Camo's goal is to disrupt the outline of the ship right?
No one asked. That would be cross-section(CS). A dark paint job in space is already going to stop you from getting an easy visual. But normal camo paints shouldn't bother a radar. It would have to be radar absorbing, if that is a thing they allow.
@@DarthPoyner My question here, really, is whether CS is optical, or radio-based. They use the word 'radar' in conjunction with it, but I have a separate issue with the way they use that to mean passive observation of EM, IR and CS - not listening for echoes of a radio signal my own ship sent out. So I can't really infer that CS means radio cross-section, unless they did say that at some point and I missed it. If it is, then as you said, camo wouldn't affect it unless we're talking radar-absorbing paints or something.
You may have covered this concept whilst i was... toasting my baguette, but one form of skill based scanning that might prove to open into a whole novel facet of gameplay is cooperative multiship scanning, wherein two or more ships perform multiband scans of an object resulting in a composite, stereo/3D holographic/transparent representation of the given volume scanned, requiring I suppose a WAN style reciprocal scan data stream sharing protocol optionally encrypted with some form of whitelist authentication: granted it would be simple enough for any OEM to preload a DB with *default* wireframe ship schematics and pop one up on a mobiglass or holoviewer in the cockpit or warroom upon acquiring a vessels UUID but this new tech could yield a far more informative picture of reality, going beyond ships to personnel, terrain for mining or object/munitions location etc ok ok this stuff is probably already in alpha 3.1x isnt it??? Truth: im a total fanboy noob poser fraud. Ive never even been in the verse. My gen1 Asus ROG needs windows or wine and another few gigs of ram but even then... just no time left after everythings done, just BAM times up! Its a gorgeous galaxy lads. Youve done so well. Enjoy it, who knows maybe somehow i will see you in The 'Verse!
Scanning seems like it should be wide, narrow, and tight beam. Used to definitively I’d what it is that your looking at. So really I would say RADAR should show things like blips that change in size and shape, pings used to determine distance and definitive directions, then scan to ID the thing.
This sounds great. . I imagine one man can scan a base, then import the data in the ship for everyone to see and download maybe? Marking targets? . . Marking minable rock locations seems really interesting! Sounds like a gameplay loop I would love.
It's going to be very confusing that they are calling passive sensors "radar", when radar is actually not passive, and broadcasts pings of electromagnetic energy...
from a gameplay standpoint does a ship really need more advantage then it already has by being able to see fps data? what are you thinking here? doesnt sound like combat is being considered...
All questions on your radar
0:00 Intro
2:50 What is radar, scanning and ping?
(4:48 clarification on the scope of this isc)
7:29 When on foot will we get our ship radar data to our fps radar?
12:31 Will we still be able to save and sell Scanning data?
13:25 Will dedicated scanning ships have better or more sensitive radar?
16:50 Will turning off all systems hide you from passive radar?
(17:59 hiding in gas clouds)
(19:33 "Visibility meter")
(20:50 Ship UI and WIP)
21:55 How will data be shared or sold?
23:55 Will radar or scanning have its own MFD?
26:15 Will the Copilot be able to scan, ping?
27:35 Will we able to filter the scanning or radar data?
29:35 Will the awful scanning cube get removed?
33:23 What will FPS Radar be able to detect?
37:34 Will scanning be skill based?
41:05 Do we know when we can hide in ambient noise?
43:45 Will we be able to scan planets?
46:05 Will the new tech remove the god mode bounty hunter marker?
48:10 Will there be jamming and counter gameplay?
(54:00 spoofing / false signature)
54:26 Long range scanning. How is it prepared for the future?
57:35 outro
I've been waiting, ty!
@@Empriction watched on twitch but was too late for me to wait fot YT to process. O7
I wonder if they'll put among infrared, UV, radio, X-ray, etc. different spectrums scanning (at least, x-ray and infrared, it could be interesting even in FPS)
Legend...
The one and only "Bug Smasher" 🥳🥳🥳
i miss bugsmashers. As someone who enjoys coding in their spare time, it was a real treat to see how they handle the weirdness that comes with the field
hopefully not the only one
@@christianmolick8647 haha yes 😅
They've only got 1 bug smasher? Well that explains a lot then. ;)
@@davescott7680 🤣
Thanks for all you do and, finding fun in it, along the way. Jared, Mark, Sean, and all the teams.
Here's hoping there's time to do the other things as well.
I can't wait until they get rid of the square block that comes up for scanning it's a huge eyesore
Totally uninspired,i agree!!
I do like the idea of location data being presented in the player's field of view rather than a separate screen or menu, but I agree - the blinding neon cube of ultimate blinding fury brings as much noise and clutter to the table as any information it hopes to convey.
@@loteknomad5032 It is not about the idea rather the execution!!
yeah, I'd expect much more artistic roll-out, Impress me CIG
Thank you for everything guys !! Keep it coming !
Sean always looks so happy
I want Bugsmashers back with Mark, loved the series! Truly shows the complexity of this game.
The radar/ping/scanning system itself sounds good, but I got *really* hyped for operator modes at 27:30 :D
Thank you so much for doing these shows! I always look forward to these!
"I bug smash all day every day" I love Mark, he's just FUNFUN FUN! Glad him and Sean are on!
I love the attention that is paid to this part of the game.
I think it is extremely important for the feel of the ships, and the gameplay in general.
I am so glad you guys understand this.
Thanks guys. That was very informative. Personally I have a couple ships that are supposed to be dedicated scanners and explorers, like the Terrapin, Constellation Aquilla, and Carrack, and it's nice to see you are working on that function to make those ships able to do what they were designed to do. Keep up the great work and I look forward to seeing better scanning in the game.
Bug Smasher is so good at explaining things.
Speaking of passive radar, we need an UI to let us know the signature bubble of our own ship. So we can set the system of our ship accordingly.
Really interesting stuff. Love how passionate these guys are about this
44:00 "Will we be able to scan planets to collect resource, etc data"
I hope not except for the most powerful of scanners, such as the Endeavor's telescope. And even then, it should be a very basic overview without any details and *only* broadscan the surface area they have facing and visible to them.
We have to remember that exploration is likely going to be the most common activity performed so there needs to be things to find on a constant basis. This type of information should be obtainable through a centralized explorer guild database and this database is populated by all the explorers contribution. These explorers should get their data by having to actually go down to the celestial and gathering the data first by doing a regional scan, then an area scan, then scanning a certain amount of samples of the resource or whatever.
THEN this data needs to be delivered to the exploration guilds data stores. THEN players need to go to these stores to update their databases. The data quality should decay over time so that explorers will need to keep updating.
Ship Sensors would be a better name than Radar. Radar as we know it is a pinging device, as it sends out radio waves and detects their return signals. Your radar is really just a sensor that detects CS, EM and IR signals. Mark would say things like a stronger radar would pierce to identify something, when in reality it is that a more sensitive sensor would detect a weaker signal, or maybe one with more noise around it. Great show, as always.
The old and best format!!!!
Around the verse, reverse the verse for the win 👍🏽👍🏽👍🏽🍾🍾🍾
I love watching these. They especially make my day at work.
Hello CIG members. Heard of Gen12 and RenderThread recent talks, great news !
[ I D E A ] : you should call the 3.14 update the PI update :)
Thanks for the chat/update.
Siphon Filter shoutout. Loved that game!
I appreciated the “when” question from Jared. Even though Mark couldn’t give a precise answer, his answer was helpful in further specifying some of the distinctions on how background interferences will work.
It would be nice to have “opt in on target” as a filter alongside “opt in on all” :) Loving that the foundations to scanning, ping and radar are in. Looking forward to the upcoming UI changes.
I missed debug guy. Glad he's still on!
This show is so well hosted
lol no
@@Archain lol troll
@@PerfectCode agree. I like how Jared is clear and enthusiastic. the whole VC setup is also not bad. As far as I now, we have never seen a bad connection or drop call so, knock on wood.
@@PerfectCode just because i dont agree with you doesnt mean im a troll, l2argue
FIRST 10 MINUTES and I am excited. Linking radars between different ships/players/vehicles is critical to military Recon gameplay!
2 scan videos in 2 days? Must be some Radar Love at this company.
Maybe because it's the big new upcoming feature that they are working on? :)
I missed that episode first but it is very interesting. Happy to hear that the basics are finding their way into the game. Looking forward for exploration scanning like flora and fauna and filling up my database with these information. One day i can do long range scanning with my Endeavor Telescope.
Radar should be IVAS (integrated visual augmented system), ping should be radar, and scan is scan.
Yeah, there's do much more that could be done with something even *loosely* based in the science of how real-world systems work.
This is what I have been looking forward to since I first backed the project!
I feel like sean tracy should make a track for star citizen with his guitar.
That axe has me bout to deep dive on SC dev bands right effing NEXT...
Hope we do have long range ping before server meshing. The current 20km limit (blind spot in pinging) does stink :/
Mark is the man!!!!
Despite being WIP I dig each and every UI change over to BB. The more the better.
3.14 scanning sounding juicy. Dig that we are going to be sharing info ship wide.
Contact type filtering 🤩
Curious how the fuzzy ping info is going to be displayed. Look forward to some iterations on it getting dialed in.
I am anxious for a more fleshed out E-Warefare system. Like the little tease.
Yes 1000 times on planetary info, cant wait for that.
Nice vid. Some reassurance on my expectations. 😁
Sounds promising although it may be a bit until it is all dialed.
These guys are amazing.
The Co-Pilot finally has a purpose now!!
Not until operator modes, hopefully soon
Please give us a free tagging feature, so we can mark stuff for allies, be them a location, an enemy or a target
For bounty targets, it should hint at the general location, but you will have to track and scan areas to reveal the bounty's location. Would also like if they will add AI bounty targets that can be captured soon, cause I know players will just pull the plug if that happens. Give players a higher bonus for bringing back live targets, as a sort of an incentive not kill, but only if necessary.
Too early:) thanks for the show guys
I'm just glad they seem to be on the right track with CS. I always hated the static number that represented cs.
Now it seems they are going with a more realistic approach
I would love to have a "reverse cloaking" device to trade for my scanner on my terrapin where it just emits a blinding amount of IR and EM to look like a giant ship and hide stuff. You guys are getting my space turtle excited!
51:00 "Chaff is an ECM, it creates a cloud equal to your EM signature"(paraphrased)
Ooooooh...this is a great idea! To add more *skill* to ewar you can make it to where the chaff will always launch just enough to counter the *current* EM signature, which means a player can choose to reduce their signature and therefore use less chaff... Good ewar specialists will be able to make their limited chaff supply last longer!
Would also be neat if the ewar specialist was able to increase/decrease the amount of chaff released so that they can create bigger clouds(to hide others) or smaller clouds that last longer.
So much potential for signal disruption.
Sean Tracy FTW!
Audio volume levels is much better this week.
35:45 The CAT SCAN part was hilarious lmao
Love the Top Gun reference!
Yeah I just want to know in the dedicated seats that say Scanning Station or whatever like in the MSR or the Terrapin, do those have special abilities or features that other ships do not. I hope this is the case where they do so that those ships and seats will be more special. I did not really hear them answer it other than saying that it is just going to be a MFD like any other seat..
Imagine this: Your on a mission developing illigal medicine that needs to be in cool temperatures, but you get chased, hide within space in some interstellar cloud or something, I feel like it should be a gameplay moment of "Let's turn off the cooling mechanicsm in order to stay hidden", that being a risk and reward, risk losing the medicine, reward, other ship doesnt find you.
3rd watch, when youre far away. Planets give very basic info Grav pressure atmos. After getting closer more information is added on prospective mineral composition and locations IE outposts. Planet side back to pings and scans. Players and points of interest intermingle with the term "Anomaly detected."
Would love to see an FPS radar that tracks motion, similar to what is on the smart guns in the Alien franchise, but as a separate utility item (not built in to any weapon).
To add to that, it would be awesome if you could scan a building with your ship, have the co-pilot sit back and keep doing scans, and have that data pushed to your 3D map on your Mobi. So if you are willing to reveal yourself you can have a much more detailed map of the area with contacts and everything. If you want to stay quite then you have to rely on personal scanners. Would be great for infiltration teams or SAR.
Props for the cat scan comment
Why make it so complex. You are talking about passive (radar) and active (ping) sensors as well as scanning.
Can we have one called Mr. Radar, next to the Mr. Coffee?
As the end game of scanning... just saying the Carrack should be able to see anything long before being found. I would love to have a graphic on my hologlobe of who is scanning and be able to stay out of their range.
Still not a 100% convinced that this will actually make for fun gameplay or if will just be confusing or noise that you ignore for the most part. Also if there will actually be so rare and valuable information that people will be willing to pay for it. (I mean NPCs might but that's not overly interesting)
I look forward to the day a basic scan sweep just revels a ship class and if you want more you need proximity and prolonged scanning to get the hullID/registered name, then registered owner, lifesigns etc in stages.
No more instantly knowing that's xXxYourMumxXx in their Eclispe with a crimestat and their entire lifestory at will.
That and not having a progress bar so that you know there is more to get once you think you have everything. Because you already know if it is a MSR, we don't need the secure cargo area screaming out, "Look at me, I am here, just a little more scanning and you can see me!"
Marks episodes were the best... we want him back badly. Summon the bug smasher for us again!
Honestly: He inspired many people to get into programming... Bring him back.
as much as i would like that it simply isn't his job anymore and he has more important things to do.
@@ADMNtek Pls remind me. You are who again?
There was a lawsuit.
@@joker_g7337 Jared said awhile ago that it had nothing to do with lawsuit. He said Mark was too busy. I believe him because if it was the lawsuit they would of taken down the shows
Jarad's on fire with the gags this show.
cant wait till the game comes out next year! tysm guys!!
would love to be able to scan a landing spot to see weather and stuff
Or get that info when requesting landing
@@joker_g7337 yeah forsure
MARK ABENT!!
I was hoping to hear about quantum scanning. Seeing where ships have quantum driven too and from.
One would think that we could only get a direction/trajectory from that. Without hacking into the ships logs anyway. If they put in allowing for following energy trails then maybe you could track, but it may be easier to wait till they get near a comsat and flag the network.
So with knowledge of the ships Q Drive, if you got that info already, then you would have a direction and max distance. But there could be any number of QT points in that line. And that's not including the fact that we should be getting the ability to QT without using pre-determined points. So just a distance in a direction. So that would make the variables pretty near infinite?
@@DarthPoyner I imagine just a sweep that shows up maybe colour, thickness and faded. Colour for type of ship/QT engine, thickness for size and faded depending on how long ago.
Hello, SIG! On thursday you presented us a very interesting ISC. But what do you think about changing scanning from "hold X to scan" to a minigame, something like mining? I think, it can be interesting, especially for multicrew gameplay.
Please ask Tony Z to work with Devs on "The Life of an NPC" which is different from "Death of a Spaceman" & in so doing, flesh out at least 3 different types of NPC to start with (who may perform up to 30 functions, who knows) ie: a cleaning NPC rounds a corner buffing a floor with some device & the moment you pass him and round another corner, he's changed outfits and is now doing something else. I think they'd be linked to the player(s) & manifest according to the environment and situation. So the matrix of the verse will only appear to be well populated with NPC's who only manifest when needed and otherwise remain as a quantum entity, running an algorithm in the background (for the economy), at most. It's time to get them performing their various functions and to come down off the chairs, imho.
I'd ask that Tony consider making one called "A Hero with a Thousand Faces" (nod to Joseph Campbell who inspired George Lucas) who is the NPC that's closest to the player in levels of interaction. That right hand man type NPC we all rely on and come to trust as a close ally and even a sort of friend, aside from our human friends. Some loners will run large ships with their NPC's. Those "pet" NPC's ought to be given a more grandiose, heroic role, imo. Like a hybrid between an NPC and another player. Hero NPC level, highest level or type and class of NPC's. Certain famous (or infamous) bartenders come to mind in that kind of role, perhaps as a model.
So "Life of an NPC" would have a hierarchy of levels, from the most sophisticated, to mere window dressing (most). What they "do" are just algorithms, but attached to functions, so if you were to show up at a factory, you'd find them there working away. Gets tricky however, when you have shipping lanes that could be interdicted by players, then you might need a protective fleet in UEE space, to ward off trouble makers? And where one line gets broken, another starts up immediately, such that the players could never ruin the game or economy.
Therefore, a fighting warfare NPC will be needed to actually helm those ships and turrets & missile systems, where if a ship were boarded they would appear at their tasks. These same class of NPCs would then make for great shipmates of players also.
Balancing that interplanetary warfare, just to facilitate shipping and commerce - is where a LOT of gameplay variations will take place, since it is a space game centered around ships and weapon systems, including E-Warfare.
What have you guys got yourselves and everyone INTO?! Crazy! I like it.
That's the "Verse" that dynamic persistent universe with NPC's running the show, which players enter into. Just wish there was more of an emphasis on getting that off the white board and into the world, to bring that world to dynamic life. It's time.
Very GooD! :)
The names used are all mixed up and confusing, in my opinion. What CIG calls 'radar' ought to be called 'sensors' or something like that... 'radar' implies (to me) that the ship is listening for echoes from a directed signal _it is sending out_, so that word would be a better name for what CIG calls 'ping'. Or keep 'ping', and just get rid of the word 'radar', since that means radio, and in game sensors use other media including IR and CS. The directed scanner could then just be called 'scanner'.
@JaredHuckabee pleaee give us some more on this topic when you get the chance and when we have more info. I am especially interested in this as it pertains to hunting down hidden enemy forces in a system with a terrapin who can then send in fighter/bomber wings for a capital kill. Hunter/killer gameplay loop ftw.
Liked the "thumper" reference.
I was thinking more like a cry baby from firefly. But still good.
When he said thumper I was thinking of Dune.
2cnd watch.... skill is knowing what the EM/IR levels are and being able to say aha thats a carrack. Its about information bleed. Seems like a lot, but a dedicated scanner needs something to do, and I'm sure all EMs will be found online.
Nuclear powerplant backpack. AWESOME!
I can see a way to move into a target without anything turn on . Couldn't you get a thrust vector going, then go decoupled, then turn everything off to "cold coast" into a target zone?
Off topic here - But whens that Polaris gonna come back on the roadmap? Got really hyped when i saw it was getting worked on. Also is it going to be bigger than 155m to accomodate the rest of the features?
Go CIG go!
More MFD interaction while doing all sorts of different tasks within all sorts of different aspects, pls!! :D Please tone down the "everything is in the HUD" aspect. Make more of the cockpit interactable and "nessecary to use". Lots of cool stuf being talked about here. The immersion is going trough the roof if more of the cockpit is being used (i.e Elite Dangerous uses a MFD to list space stations, landing zones and planets on the left side, instead of using the Mobiglass for everything, or having everything in one place like the HUD).
I paused the video at 23:54 to write this comment... lol. Perfect timing
Scanning planets, somehow, for oxygen levels is something I've had on my whishlist for a while too. Would be nice to find out if you can take the helmet off on a planet without dying in the process....
when is the release?
For the radar; why not using the power input and rotation of the radar for CS. Then make blobs of it, so for example you get a big blob back or maybe multiple blobs (when using the example with big ship masking smaller ships). Dont make it too hard for yourselves ;P
Im thinking if you can tie in part of scanning with exploration. Like if you can longrange scan a incoming comet full with valuable resources and try to scan where it will impact on a moon or planet.
And also please add scanning for drones on the carrack so one player can fly drones into a cave and scan it for ancient ruins, treasure , resources and do light threat assesement.
Also it would be supercool if a crewmember could carry a drones radio controller so you could be outside the ship and watch a drone pop off from the drone launchers on the carrack.
So... when are we getting any of this?
Please bring back bugsmashers! I miss it so...
I'm surprised nobody asked how EMP would affect this.
From what they said about chaff and such, since it is EM it would light you up for kms around. If someone is within the blast then their systems go down and it doesn't matter. If outside it, they see a huge sphere of signal for a time. This would probably act like a large ship so it would overcome other signals unless you get closer or focus, but it would fade over time.
Talk is good but doing is better XD
Dont say it cuz its going to get delayed again
@@S7ORM3X i waiting the roadmap of the roadmap boy XD
No reason to think they won’t. All the systems we currently have were previewed months in advance, and they delivered.
What do you think yesterdays ISC was? Lol. They literally showed what they are DOING and some of the improvements they have already made.
Maybe I missed this, but did anyone ask whether camo paint would work (even a few % worth) as a counter against CS scanning? Camo's goal is to disrupt the outline of the ship right?
No one asked. That would be cross-section(CS). A dark paint job in space is already going to stop you from getting an easy visual. But normal camo paints shouldn't bother a radar. It would have to be radar absorbing, if that is a thing they allow.
@@DarthPoyner My question here, really, is whether CS is optical, or radio-based. They use the word 'radar' in conjunction with it, but I have a separate issue with the way they use that to mean passive observation of EM, IR and CS - not listening for echoes of a radio signal my own ship sent out. So I can't really infer that CS means radio cross-section, unless they did say that at some point and I missed it. If it is, then as you said, camo wouldn't affect it unless we're talking radar-absorbing paints or something.
You may have covered this concept whilst i was... toasting my baguette, but one form of skill based scanning that might prove to open into a whole novel facet of gameplay is cooperative multiship scanning, wherein two or more ships perform multiband scans of an object resulting in a composite, stereo/3D holographic/transparent representation of the given volume scanned, requiring I suppose a WAN style reciprocal scan data stream sharing protocol optionally encrypted with some form of whitelist authentication: granted it would be simple enough for any OEM to preload a DB with *default* wireframe ship schematics and pop one up on a mobiglass or holoviewer in the cockpit or warroom upon acquiring a vessels UUID but this new tech could yield a far more informative picture of reality, going beyond ships to personnel, terrain for mining or object/munitions location etc ok ok this stuff is probably already in alpha 3.1x isnt it??? Truth: im a total fanboy noob poser fraud. Ive never even been in the verse. My gen1 Asus ROG needs windows or wine and another few gigs of ram but even then... just no time left after everythings done, just BAM times up! Its a gorgeous galaxy lads. Youve done so well. Enjoy it, who knows maybe somehow i will see you in The 'Verse!
i hope one day they finish the game
I think the long range scan should detect the enemy ships systems, shields, power plant etc. Then you have to work out what the ship is
Great!!
What about if you are near your ship and you can connect to ship scanner if you’re in the range????!?!
Jared Huckaby is the true face of Star Citizen
Ping seems more like an. Anomaly detector, if you look at it from a submarine stand point then ping would be what is used to tell range to an object.
Scanning seems like it should be wide, narrow, and tight beam. Used to definitively I’d what it is that your looking at.
So really I would say RADAR should show things like blips that change in size and shape, pings used to determine distance and definitive directions, then scan to ID the thing.
i hope we have some data running mission after scanning :O
Pretty sure that's a Rowdy Roddy Piper shirt he's got on 🤘🤘
This sounds great. . I imagine one man can scan a base, then import the data in the ship for everyone to see and download maybe?
Marking targets? . . Marking minable rock locations seems really interesting!
Sounds like a gameplay loop I would love.
Interesting :)
So Radar sounds like it’s not sweeping or pulsing but rather that it is always present.
Oh... Hi Mark
It's going to be very confusing that they are calling passive sensors "radar", when radar is actually not passive, and broadcasts pings of electromagnetic energy...
I'm pretty sure I'm the last one. But I just noticed the horga'hn on the shelf.
from a gameplay standpoint does a ship really need more advantage then it already has by being able to see fps data? what are you thinking here? doesnt sound like combat is being considered...