Scanning Tips for 360
#151
Posté 04 février 2010 - 01:14
#152
Posté 04 février 2010 - 04:36
Modifié par N-cakes, 04 février 2010 - 04:36 .
#153
Posté 04 février 2010 - 04:50
N-cakes wrote...
I've actually found major scanner spikes on a planet labeled depleted. Skipping them shouldn't really be an issue though, but you'd think if it were depleted then you wouldn't find anything else. :0
The planet's mineral status seems to be percentage based so if you deplete a Rich planet then it could have 2-3 spike remaining. If you had depleted a Poor planet you would be lucky to find a single spike. In the case of ME2, depleted does not mean empty.
#154
Posté 04 février 2010 - 08:26
#155
Posté 05 février 2010 - 02:23
#156
Posté 05 février 2010 - 03:02
#157
Posté 05 février 2010 - 04:50
MonkeyLungs wrote...
I am getting faster on my PT 2 and you start with a decent bonus of minerals, but it is still way tedious.
I would have made it so that Shep and crew have to bring some Cerberus dudes and chicks and some equipment out to a remote but un-mined planet. Help them set up a bad ass new mining facility and then periodically protect it from spacers and hooligans and theives and ruffians. As well as on occasion make deliveries to remote locations that would lead to the exploration of other systems and introduce the possibility of finding N7 missions.
Make it involve the actual gameplay mechanics that are FUN. Like talking to NPC's, and making Paragon or Renegade choices, and shooting stuff. Tie the resource allocation directly to the FUN aspects of the game and make people actually enjoy it.
I logged in to post this exact sentiment. I'd like to hear an explanation from the game designers of why they went to the trouble of creating any aspect of this game (or any game, really) that is tedious. Why? For "realism"? I don't want realism, I want FUN. If I want to do something tedious but productive I'll go to the office. :/
Using the existing fun parts of the game to acquire resources would be a much better solution. In fact, if you want to add a mechanic that is related just to resource acquisition, take MonkeyLungs' idea and make a space combat mini game in which you can actually control the Normandy! Let's have a fun space battle to drive off raiders, and allow the option to land to take out the ones we fail to shoot from the sky.
But seriously, can ANYONE answer why there are deliberate choices made to add TEDIUM to a game?
#158
Posté 05 février 2010 - 05:28
Maybe it could be improved by having the initial scan include not just anamolies, but a "Planet's resources contain 47% Platinum, 28% Paladium, 20% Iridium, and 5% Element Zero, Commander" so at least you could scan planets that actually contained what you need and are scanning for.
Also, often the little blurb about a planet will contain information that it's a mining colony, or inhabited by umpteen billion people or whatever. In these instances, it would make sense that you could contact the surface and barter/purchase minerals. Or, that they would be irritated and possibly hostile if you stripped mined their planet from orbit. You could decide if you wanted to buy/trade, land/kill/loot the mining facility, or strip mine anyway and battle the ships from the surface as they tried to blowup your probes, shoot you down, etc.
I think if the mini-game included those couple of elements, it'd be a lot more exciting and give you some options other than scanning every planet and strip mining the universe for your own gain.
#159
Posté 05 février 2010 - 11:01
#160
Posté 05 février 2010 - 11:06
Modifié par Orfinn, 05 février 2010 - 11:07 .
#161
Posté 06 février 2010 - 08:15
#162
Posté 06 février 2010 - 03:30
#163
Posté 06 février 2010 - 04:41
#164
Posté 06 février 2010 - 11:48
Is it possible?
#165
Posté 07 février 2010 - 01:08
Are others also finding resource distribution to be randomised like this or does Shep need to reach a given story milestone before Eezo starts pinging?
Modifié par phiont, 07 février 2010 - 01:10 .
#166
Posté 07 février 2010 - 05:21
#167
Posté 08 février 2010 - 07:44
#168
Posté 08 février 2010 - 11:43
#169
Posté 08 février 2010 - 01:21
MGIII wrote...
Yeah, I just move the cursor around while tapping LT until the indicator spikes. It might be boring to some, but I find scanning to be an acceptable chore for the gain.
Hm, nope. I play to be intertained. If I want to be bored Ill go to work.
#170
Posté 08 février 2010 - 06:18
- Scan horizontally. Move the scanner to the far right and keep pushing right (this also works if you prefer going left). This will double the scanning speed. Push with both thumbsticks.
- Create a reference point. Start at the equator. When you get a spike, send a probe. Then send a second probe adjacent to the first in order to mark that initial spot. You are wasting a probe, but you will never remember that spot, otherwise.
- The scanner coveres 2 latitude lines at a time, so when you finished going around the equator, move 2 lines up and go around again. When you finshed that, move 4 lines down. Most deposits are near the equator.
- Only send probes when you see a spike that gives about 1000 or more units of an element.
- Check the research terminal to see which elements are needed before scanning. Since the elements can't be sold, over-scanning is a waste of time.
Modifié par massive_effect, 08 février 2010 - 06:41 .
#171
Posté 08 février 2010 - 08:19
#172
Posté 08 février 2010 - 08:43
The devs did a nice job in dropping the Simon-like button-matching game from ME1 (for decryption/electronics checks). Bypassing and Hacking are different from each other, at least, and spaced out enough that you aren't using them every thirty seconds in a mission. I approve. It's just a shame the devs weren't able to think up a better system for hunting resources than this. ME2 is a beautiful game; it hurts to have a mechanic that's actively hurtful towards the playerbase.
Regarding the tips in the initial post:
Tip 1: scan intermitantly
I tried this method initially, before settling on the latitude scans as my method. Intermittant scans do a so-so job of finding minerals. You clear the planet's surface quite well but you wind up leaving quite a few points behind.
Scanning results seem to have two unrelated factors:
1) Size of the resource deposit: controls spike magnitude
2) Scannability of the resource deposit: controls how far away you'll see the spike
I've encountered mediocre deposits that I could see three squares away, and I've seen high-magnitude spikes that were completely invisible if I was one intersection over from its center. Deposit size and scannability don't seem to corellate. As such the only way to find every large deposit is to scan block by block (or intersection by intersection, for my preference).
For deposits with a broad scannable range, getting closer to the epicenter will result in a more 'true' response on the scanner, though it doesn't seem to affect the total mineral draw. If I find a large magnitude spike, then intentionally move away until I barely register the deposit on my scanner, and probe, I seem to get the same number of resources back. Same goes for probing multi-deposit resources; getting closer to center doesn't appear to affect my total haul.
Tip 2: rotate the planet for additional speed
As noted above, this works well, though constantly holding LT and a stick bent over to max isn't very comfortable. This is especially true when scanning multiple planets in a given star system, or multiple systems at a mass relay.
Tip 3: 'moderate' means 'move on' soon
The planet's worth seems to be a measure of the total resources left to find, but I don't know how that's calculated. I'm also not sure it's relevant, as I'm sure most everyone has found large deposits of a mineral they wanted on a planet marked 'Poor' or 'Depleted'. While moving to a 'Rich' planet may guarantee more total resources, it is no guarantee of finding any particualr resource, so migrating presents little more than a randomized chance plus a gauranteed lost of time for travel. Not a very appealing option.
Tip 4: resources are not random
I understand the concepts here, but many planets feature surface features that are indistinct. Additionally, any place -may- contain a resource, even a resource of size. Restricting scans to a particular zone increases the potential of finding a particular type of resource on a given planet, assuming the randomized distribution loads the planet appropriately, but it's no guarantee.
Given the lack of guarantees, it seems more sensible to strip-mine every rock I encounter for maximum efficiency. If scanners were faster and/or there was an upgrade that allowed you to scan and probe a larger area, this would become even more true.
Tip 5: upgrade your scanner
Valuable, though it just means it takes twice as long for us to get repetitive stress injuries from keeping the trigger down and right-stick bent over to full tilt.
Tip 6: Only send a probe when the resource graph is showing a spike
Possible value. I've found a planet can be dredged from Rich to Depleted with less than 30 probes. Using 30 is difficult at times; most planets can be fully cleared with ~25.
#173
Posté 08 février 2010 - 09:17
#174
Posté 08 février 2010 - 09:19
#175
Posté 08 février 2010 - 10:25




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