Which upgrades would you prefer for the 4 new scanner room slots?
zetachron
Germany Join Date: 2014-11-14 Member: 199655Members
If you're on experimental, then you've seen 2 upgrades at the fabricator for the scanner upgrade slots. One for the range and the other for the speed. I'd like to ask you which slot combination you would favor. I'll also add options for some other possible upgrades that aren't in the game, but could make sense and hope you tell me what you'd favor in case of these potential upgrades:
A seperate cam range upgrade that only works on cam range and a potential bio scan upgrade, that allows to scan swimming creatures to help detect creature attacks. Maybe you have your own ideas so there is an option for it too.
And maybe you can express how you think range upgrades work (do they stack, only for cam range or map range or both) and speed upgrades work (do they stack, what is speed difference, is speed a placeholder for real time scans that allow scanning moving targets).
A seperate cam range upgrade that only works on cam range and a potential bio scan upgrade, that allows to scan swimming creatures to help detect creature attacks. Maybe you have your own ideas so there is an option for it too.
And maybe you can express how you think range upgrades work (do they stack, only for cam range or map range or both) and speed upgrades work (do they stack, what is speed difference, is speed a placeholder for real time scans that allow scanning moving targets).
Comments
Constantly Updated Section: [last experimental 31604]
The scan range is 100m, the lossless cam signal range 300m, the signal border 500m
A small picture gallery of how it looks like:
<img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093784678695/1672C062B0A17DDA9A624DB70B5A4940526A38D8/"></img><img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093784681859/70E73583A42AAA82FC85B446D7D6165564FDB331/"></img><img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093784685798/4974F323967A5BCC9E7569482D0F15B98860DD96/"><img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093788388617/AF5709249F96BC87E17230DAB37C986672C211A5/"></img>Sources like Uranium and Mercury now seem to be sub-surface placed
other wishes so far:
favorite wishes so far:
using scanning for tracking creatures in real time or giving creature alerts
a new suggestion from me - resource type scanning upgrades:
4 times the range is very tempting, but it would mean hardly moving my lazy butt out of the base, so I decided against that. Speed is nice, too, but add too much of it and all you see is the "connecting" screen while the new areas load. No fun.
As for ideas... auto-return to "base" function (if it's not there already, haven't checked in a while), and maybe some way of marking a spot with something like a beacon, just in case I find an interesting area I want to explore in person.
I do like the sound of the bio scanner. Taking that in a slightly different direction, a tracking module could be handy. If your base is in a region with reapers or other large predators, you could task individual drones to track them and alert you if they come with x metres of you and / or the base. To prevent nasty surprises like reapers sneaking up on you from behind.
It seems the scanner room could play a role in helping to defend a base against creature attacks if the devs support this idea. The scanner could be set to track a reaper and alert the base if he gets into range. A 3d map could display all stalkers around a base in real time. Cameras could be equipped with defense mechanisms.
Either way,Mechanical update HYPE
2. tagging feature.... tag creatures that you most likely would want to avoid (ie reaper leviathan)... new device that the signal is sent to letting you know the distance and direction of creature is.
3. auto recall.
The Scanner Room Interior<img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093784678695/1672C062B0A17DDA9A624DB70B5A4940526A38D8/"></img>
The changed and better looking Interface<img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093784681859/70E73583A42AAA82FC85B446D7D6165564FDB331/"></img>
A look inside from the outside<img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093784685798/4974F323967A5BCC9E7569482D0F15B98860DD96/">
I agree scanning upgrade could be nice, I suppose cameras will have limited autonomy so scanning could use the battery.
Also I like the idea to place a beacon but I think this would be better to have a tracking upgrade, acting just like a beacon but for your cameras.
Recently I set the scanner to Uranium in the Deep Reef and he located Uranium hidden all over the place. It doesn't shine if it lies around, so I was never aware of it. Anyone believing it's hard to get Uranium - that was before the Scanner Room got into the game.
Yet, I still have the small problem with the scanner function of locating things, that shouldn't be recognizable through the system, because it's unknown. A full functional and proper scanner should only be able to scan things that he knows from the PDA database. If unknown at that time all objects should either be non-locatable or locate as unknown. I'd prefer being unable to locate unknown things that are not as massive as wrecks. So the Scanner Room should only be able to focus on things that the hand scanner has scanned and put into the PDA. Unless you don't find a single bit of Uranium, you couldn't get any science data into your database on that metal and you shouldn't be able to mass scan for it.
And maybe that's the reason we wait for more updates taking time. Because the scanner has to react to the loot types in the world. He still doesn't find everything that's near now and certainly no plants, corals or stones holding ore.
Try to find Mercury Ore without using the Scanner Room. Mercury Ore doesn't show up on the ground so if you don't keep digging for it, then you will never find it. A better solution would be that undiscovered materials will be labelled as ??? or Unknown until it is found. A Scanner would be able to distinguish a useful piece of material from sand and rock, but not know what it is. So we can look for ???, but won't know if it is Magnetite, Uranium, or Diamond until we find it.
You mean this?<img width="320" height="180" src="http://images.akamai.steamusercontent.com/ugc/272841093788388617/AF5709249F96BC87E17230DAB37C986672C211A5/"></img>
Thanks for the info. It seems they are changing resource placement for the scanner room. Now uranium seems to have gone invisible even for digging. So maybe we get a special extraction tool (or the terraformer) for certain resource types that are placed beneath the surface. Just as I suggested sometime earlier. That would be great.
Scanning for unknown materials could be done. But from a gameplay aspect the whole reason for scanning is locating, so you'd never need identifying and just dig out the unknown until you know what you've found. Better would be to first need a resource analysis through the hand scanner, who automatically takes that info to adapt the scanner to adjust its frequencies to match the material. Better from gameplay perspective (makes the hand scanner use even more important and you don't want to find everything on your first day) and even logical.
I mean resources aren't just objects that swim around clear water, so any reflection could get them. Resources are embedded in a world full of other material that reflects scanning impulses, creating a chaos of signals where the target resource would get lost. Generally detecting unknown objects is only possible for masses that greatly distinguish themselves from the rest of the world. Like a massive metallic structure embedded in non-metallic surface. Ore on the other side would be more or less densely distributed inside stone structures that already scatter signals. Good luck for finding densities of unknown under the earth. That's not like finding unknown airplanes in the sky.
So finding rare materials like uranium might work like this:
or like this:
or let the scanner only find resource class types (still upgrades needed for enhanced types):
EDIT: again I put more info on the Constantly Updated Section right below the poll.