Scanning Tips for 360
#51
Posté 30 janvier 2010 - 02:52
the only thing I really don't like about it is having to return to a fuel station to buy more probes as I use them all up on every planet.
#52
Posté 30 janvier 2010 - 03:08
Thanks for posting this. I was already doing most of these things but it's good to see them listed in one place. I feel like this mini-game was probably better designed for the PC than the xbox, but these tips help. The tapping also reduces some of the cramps on my left trigger finger from holding down the scanner button.
I would suggest, however, that if you're three-quarters of a way finished scanning a planet and it says Moderate or Poor, to finish scanning it. The measurement (Rich/Good/Moderate/Poor/Depleted) appears to be based on the planet's total content, not just the unscanned area. Thus, if you have only a small area left, you could (and I do) still find two or three significant deposits (large spikes).
#53
Posté 30 janvier 2010 - 03:55
My advice would be to ensure that you have covered every side of the planet and make sure there are probes planted on every visible part of the planet.
Modifié par Dr Bob UK, 30 janvier 2010 - 03:55 .
#54
Posté 30 janvier 2010 - 04:30
#55
Posté 30 janvier 2010 - 06:56
#56
Posté 30 janvier 2010 - 07:45
#57
Posté 30 janvier 2010 - 08:49
#58
Posté 30 janvier 2010 - 09:03
It also means that you can save probes if you can find a spot between two separate mineral locations where both of them barely show on the graph and place a probe there. You'll get the full amount of both minerals for the price of one probe instead of two.
Only reason I'm mentioning this is because for the longest time I thought that you had to carefully move the cursor and find the strongest spot every time to make sure you got the full amount, which added a significant amount of time to the scanning process, but much later on I actually tested that theory and realized that its not necessary at all.
Modifié par Spire7, 30 janvier 2010 - 09:05 .
#59
Posté 30 janvier 2010 - 09:10
#60
Posté 30 janvier 2010 - 11:39
Instead we have to rapid-fire the trigger to move the scanner across the planet's surface more quickly. Sounds like a design flaw if you ask me and is no better than BXB in Halo or using a rapid-fire controller and a Magnum/Desert Eagle in Call of Duty. Seriously, just patch the scanner to cover more area and move more quickly when scanning (i.e. holding down the trigger) and stop trying to justify a poorly implemented feature that detracts from the rest of the game.
Modifié par Hiero Glyph, 30 janvier 2010 - 11:41 .
#61
Posté 30 janvier 2010 - 11:51
Jarmelopt wrote...
Would it really be that hard to release a patch that just upgrades the speed to a somewhat reasonable one?
THIS!
If a Bioware person is suggesting we click the left trigger over and over and over and over to speed up the scanning process this demonstrates that Bioware is aware the scanning is too slow.
It is amazingly NON-ERGONOMIC to have us click the trigger over and over and over and over to try and get a speed increase.
Why not just increase the speed of scanning by 500% and make it more fun?
It's a game does it really need to be a chore to gather resources. If it was ALOT faster it wouldn't feel like a chore.
#62
Posté 30 janvier 2010 - 11:53
Hiero Glyph wrote...
Here's a tip... if you need to post tips about how to make something suck less then perhaps it was not designed well. Just make the scanner move even faster and cover a larger area and it would be fine. Perhaps adding a planet scan upgrade that highlights mineral deposits like a doppler radar would make things better as well.
Instead we have to rapid-fire the trigger to move the scanner across the planet's surface more quickly. Sounds like a design flaw if you ask me and is no better than BXB in Halo or using a rapid-fire controller and a Magnum/Desert Eagle in Call of Duty. Seriously, just patch the scanner to cover more area and move more quickly when scanning (i.e. holding down the trigger) and stop trying to justify a poorly implemented feature that detracts from the rest of the game.
And this too.
Well said Hiero Glyph!
#63
Posté 31 janvier 2010 - 02:48
also a more fun minigame would be nice!
#64
Posté 31 janvier 2010 - 03:50
#65
Posté 31 janvier 2010 - 04:23
#66
Posté 31 janvier 2010 - 05:31
I am having no cramping issues whatsoever using a mouse to scan planets. Does the scanner upgrade make the scanner find more resources?
Modifié par triggerhippy, 31 janvier 2010 - 05:31 .
#67
Posté 31 janvier 2010 - 07:11
#68
Posté 31 janvier 2010 - 01:23
I usually skip small pockets of Iridium and Palladium and concentrate on Eezo and Platinum (the second rarest).
I think finding Eezo usually happens on the planet or two closest in. The star has to be unusual I think. Platinum can be found in big chunks at gas giants sometime.
#69
Posté 31 janvier 2010 - 02:27
#70
Posté 31 janvier 2010 - 03:29
#71
Posté 31 janvier 2010 - 04:20
Secondly, I don't consider what I am about to post as a Spoiler - If the mod's disagree, I apologize and feel free to delete.
Brown Dwarf
Frequency: Rare
Examples:Osalri, Urdak.
Element Zero: None
Iridium:30%
Palladium:40%
Platinum:30%
The minerals on a brown dwarf are typically spread out along the bands of the planet, so look there when mining.
Desert
Frequency: Very Common
Examples: Laena, Bovis Tor
Element Zero: None
Iridium: 20%
Palladium:60%
Platinum: 20%
They are rich in minerals, but those deposits are spread out across the surface in small clusters.
Garden
Frequency:Rare
Examples: Earth, Sanctum, Talis Fia
Element Zero: Poor
Iridium: 15%
Palladium: 25%
Platinum: 60%
Garden planets are one of the few planets where you can expect to find Element Zero – look to the continents. The other minerals should be looked for in mountainous areas.
Ice Giant
Frequency: Common
Examples: Neptune, Tula, Alkonost
Element Zero: None
Iridium: 20%
Palladium:30%
Platinum: 50%
Minerals on a giant ice are concentrated in smallish clusters. Look for noticeable features, such as massive storms, for the location of rich deposits.
Jovian
Frequency: Common
Examples: Bast, Nephros
Element Zero: None
Iridium: 30%
Palladium:30%
Platinum: 40%
As on brown dwarfs, the minerals on a giant Jovian are spread out across the colorful bands.
Pegasid
Frequency:Rare
Examples: Rescel, Jontan
Element Zero: None
Iridium:30%
Palladium:40%
Platinum:30%
Similar to Jovian giants, but are locked in close orbit with their parent stars. The orbit causes a tidal lock, meaning that there is a “hot pole” that faces the star and a “cold pole” that faces deep space(and is incredibly dark). Giant Pegasids have hurricane winds that move from the hot pole to the cold pole. These poles are where you should expect to find the richest deposits, which is quite different from other planets, which typically see their deposits along the equator or in the horizontal bands.
Post-Garden
Frequency: Rare
Examples: Helyme, Etamis
Element Zero: Rich
Iridium:30%
Palladium:40%
Platinum: 40%
Element Zero is highly concentrated on post-garden planets as a result of fallen civilizations. The remaining minerals are spread out across the equator with occasional deposits elsewhere.
Ocean/Ice
Frequency: Common
Examples: Anedia, Maisuth
Element Zero: None
Iridium: 15%
Palladium: 15%
Platinum: 70%
Look for mineral deposits in small clusters.
Rock
Frequency: Very Common
Examples: Moon(Luna), Gregas, Quarem
Element Zero: None
Iridium: 60%
Palladium: 20%
Platinum: 20%
When mining a rock planet, look to the impact craters for the richest deposits.
You may find Element Zero on planets where it is listed as None, as each planet has a random number of low value deposits. While there are general rules and assumption for mineral distribution, do not assume that every planet of the same type will give up the same minerals.
Hope this helps!
Edit: Apparently this site doesn't like me pasting from Word....
Modifié par obie191970, 31 janvier 2010 - 04:35 .
#72
Posté 31 janvier 2010 - 06:08
#73
Posté 31 janvier 2010 - 07:02
Hiero Glyph wrote...
Here's a tip... if you need to post tips about how to make something suck less then perhaps it was not designed well. Just make the scanner move even faster and cover a larger area and it would be fine. Perhaps adding a planet scan upgrade that highlights mineral deposits like a doppler radar would make things better as well.
Instead we have to rapid-fire the trigger to move the scanner across the planet's surface more quickly. Sounds like a design flaw if you ask me and is no better than BXB in Halo or using a rapid-fire controller and a Magnum/Desert Eagle in Call of Duty. Seriously, just patch the scanner to cover more area and move more quickly when scanning (i.e. holding down the trigger) and stop trying to justify a poorly implemented feature that detracts from the rest of the game.
OMG, I feel like I shouldn't have chuckled and agreed with this since I love BioWare. But I honestly can't disagree with this.
#74
Posté 31 janvier 2010 - 07:09
CannonLars wrote...
Hiero Glyph wrote...
Here's a tip... if you need to post tips about how to make something suck less then perhaps it was not designed well. Just make the scanner move even faster and cover a larger area and it would be fine. Perhaps adding a planet scan upgrade that highlights mineral deposits like a doppler radar would make things better as well.
Instead we have to rapid-fire the trigger to move the scanner across the planet's surface more quickly. Sounds like a design flaw if you ask me and is no better than BXB in Halo or using a rapid-fire controller and a Magnum/Desert Eagle in Call of Duty. Seriously, just patch the scanner to cover more area and move more quickly when scanning (i.e. holding down the trigger) and stop trying to justify a poorly implemented feature that detracts from the rest of the game.
OMG, I feel like I shouldn't have chuckled and agreed with this since I love BioWare. But I honestly can't disagree with this.
I can totally disagree with it and find his inability to simply enjoy the game with it's standing design elements sad. Excellent developers with ungrateful users, that's all there is to it.
Modifié par AltitudeNYC, 31 janvier 2010 - 07:11 .
#75
Posté 31 janvier 2010 - 07:32
I totally enjoy the game, and I don't think multiple design elements were targeted in his post. You somehow jumped to the conclusion that he took issue with multiple design elements and was not even enjoying the game. I do agree with the fact that the devs shouldn't have had to make a description for how to make it bearable. It should be simple and fun. Casey Hudson said it would be like a "planet toy". That would be true if it were actually fun.AltitudeNYC wrote...
CannonLars wrote...
Hiero Glyph wrote...
Here's a tip... if you need to post tips about how to make something suck less then perhaps it was not designed well. Just make the scanner move even faster and cover a larger area and it would be fine. Perhaps adding a planet scan upgrade that highlights mineral deposits like a doppler radar would make things better as well.
Instead we have to rapid-fire the trigger to move the scanner across the planet's surface more quickly. Sounds like a design flaw if you ask me and is no better than BXB in Halo or using a rapid-fire controller and a Magnum/Desert Eagle in Call of Duty. Seriously, just patch the scanner to cover more area and move more quickly when scanning (i.e. holding down the trigger) and stop trying to justify a poorly implemented feature that detracts from the rest of the game.
OMG, I feel like I shouldn't have chuckled and agreed with this since I love BioWare. But I honestly can't disagree with this.
I can totally disagree with it and find his inability to simply enjoy the game with it's standing design elements sad. Excellent developers with ungrateful users, that's all there is to it.
I am not ungrateful and the game is excellent. The scanning can be fixed though. No need to pretend it is great.




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