Make auto-survey tech available earlier for Hyper Drives

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alxgvr

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I playing hyperdrives game, year 2225 (early game, just opened destroyers), and I bored to survey manually already.
It is fun for wormholes (because number of systems is restricted by WH radius), but boring for hyperdrives.
Have 3 scienceships.

Would love to get that tech in early game.

P.S. I surrounded by AI empires. Our boarders close. So, I don`t care, really, what systems they have inside (no motivation to survey manually)
 
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No it isn't.


Autosurvey shouldn't even be a tech, it should be available from day 1.

But it would make a big portion which is part of the "early game experience" obsolete.
Thats the common given answer to that.

Well I think we could live without that unfun "experience" but well they have "reasons".

So the only way is to bite into the sour apple. Unable to get achievments while using mods.
 
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But it would make a big portion which is part of the "early game experience" obsolete.
Thats the common given answer to that.

Well I think we could live without that unfun "experience" but well they have "reasons".

So the only way is to bite into the sour apple. Unable to get achievments while using mods.
I don't buy their justification because all but the most careless players will be manually surveying for the first decade or two anyways, since you want to prioritize certain systems over others.
 
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Autosurvey shouldn't even be a tech, it should be available from day 1.

That is a normative statement, not an argument. You could just as well say that genetic engineering should be available from day one. And you might find people who agree, but it would not help the discussion anymore than this does. Which is not much.

In gameplay-terms, it is a comfort-function that detaches you from the science ships: shoot and forget. You could argue that comfort functions should always be available to increase playability. (In "realism"-terms, it is justifiable.)
I would reply that making the first steps into space is not comfortable and that the micro-management attached to it is intentional. When you choose to use three science ships you also choose to have the effort. And while I normally argue against micro, it has a purpose here: your scientists are supposed to be special to you, not just one modifier on one of the ships that are out there somewhere doing ...what actually?

You might disagree with this design-decision, and it might be reverted as the game matures, but in my experience, it is a relevant aspect in the current status.
 
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alxgvr

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That gameplay "experience" is fine for first 10-20 systems.
After, you have many other important things to do, than constantly click Shift+Mouse button.
 
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And while I normally argue against micro, it has a purpose here: your scientists are supposed to be special to you, not just one modifier on one of the ships that are out there somewhere doing ...what actually?
Guess what, they aren't special, they're a random portrait assigned to random stats. The only reason I even care when one of them dies is if they had a useful specialization or if I'm short on influence.
 
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Guess what, they aren't special, they're a random portrait assigned to random stats. The only reason I even care when one of them dies is if they had a useful specialization or if I'm short on influence.
Then I guess there are more mechanics needed to realize this design decision?

That gameplay "experience" is fine for first 10-20 systems.
After, you have many other important things to do, than constantly click Shift+Mouse button.
I agree that the current implementation of the idea is not ideal. But the general idea is great and distinguishes Stellaris from other games of the genre. Abandoning it for the sake of comfort seems to be too early. Time might show that the design is not working at all, but until then, I would like to see more effort in making it work.
 
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I hardly go w/o mods so no tears about loss of achiveos.

I wouldn't mind if it was a early optional tech.

If i went mod-less, I'll love it after colonist, bio lab, planet capital, and a few edict techs.

I can see how day 0 it could be too much a non-choice like stopping power in early COD.
 

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That is a normative statement, not an argument. You could just as well say that genetic engineering should be available from day one. And you might find people who agree, but it would not help the discussion anymore than this does. Which is not much.

That is 100% irrelevant. Genetic Engineering is a particular somewhat advanced knowledge - where it realisticaly belongs relative to the others in the game is arbitrary and therefore subject to debate. Auto-Survey is simply the ability to say "Hey, Bob/Susan/Zxxyz/whoever what is the next nearby system that hasn't been surveyed yet? (wait for response) Cool, set course for that one."

If your crewmembers aren't smart enough to do that, you probably never figured out minor technologies like "Fire", "Wheel" and "Pointy Stick".
 
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That is 100% irrelevant. Genetic Engineering is a particular somewhat advanced knowledge - where it realisticaly belongs relative to the others in the game is arbitrary and therefore subject to debate. Auto-Survey is simply the ability to say "Hey, Bob/Susan/Zxxyz/whoever what is the next nearby system that hasn't been surveyed yet? (wait for response) Cool, set course for that one."

If your crewmembers aren't smart enough to do that, you probably never figured out minor technologies like "Fire", "Wheel" and "Pointy Stick".
Also, genemodding opens up new options that weren't available before, while autosurvey is just a QoL feature that makes the game less tedious.
 
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That is 100% irrelevant. Genetic Engineering is a particular somewhat advanced knowledge - where it realisticaly belongs relative to the others in the game is arbitrary and therefore subject to debate. Auto-Survey is simply the ability to say "Hey, Bob/Susan/Zxxyz/whoever what is the next nearby system that hasn't been surveyed yet? (wait for response) Cool, set course for that one."

If your crewmembers aren't smart enough to do that, you probably never figured out minor technologies like "Fire", "Wheel" and "Pointy Stick".

That's why I continue with a gameplay-argument and not with a "realism"-argument: Because there will always be someone claiming that "it would be so easy to do". Let's put aside that "realism" is not necessarily and in all details (apart from basic understanding of reality) relevant for the setting we deal with.

You could, for example, argue for genetic engineering, that even today, humanity is capable to actively engineer traits in plants, while we are nowhere near interstellar travel. So why should these civilisations only be able to do genetic engineering (granted, on sentient beings) several hundred years after they created a galactic empire? In return, I could argue that your very example includes communication with the ship, which could be abstracted to "giving orders" which is... well, done with your favoured input device. Maybe the organisational infrastructure or even theory for efficient long-range communication is not available at the start? There are a lot of ideas one could have on this but it will not help the discussion since these points are all coloured by the starting position: some want the feature immediately, others don't or don't care.

Note that I do not favour these "realism"- argument, I try to point out that they do not tend to create any common positions. And even if they do, it does not mean they improve the game experience. The gameplay-argument, however; though you don't have to agree with the conclusion; is a very simple approach to show that the feature not being available from the start is part of a concept (age of discovery in space and the wonders of the unknown with emphasis on storytelling). There are two ways to go from here: Scrap the concept or argue that the feature is not needed in it. I believe I argued for the point that the second option is not a good one. And I would like to add that I like the general concept, which is why I would like to cling to the feature (no immediate auto-survey) until it is replaced in an overhaul of the entire concept. In fact, I would like the concept to be strengthened. Maybe when focus of this period changes from "find these +3 minerals" to ... well, more; maybe then the missing auto-survey feature will not so much of a problem anymore.

But just removing the manual survey without considering the impact seems wrong to me.
 
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In return, I could argue that your very example includes communication with the ship, which could be abstracted to "giving orders" which is... well, done with your favoured input device. Maybe the organisational infrastructure or even theory for efficient long-range communication is not available at the start? There are a lot of ideas one could have on this but it will not help the discussion since these points are all coloured by the starting position: some want the feature immediately, others don't or don't care.

Sure, you can make the arguement, but it fails radically when subjected to even rudimentary scrutiny, and as such is irrelevant. If you need additional communications technology, then the ships need to return to base between missions. Otherwise, how are they getting your new orders? Since they don't need to, you have sufficient communications to tell them what they need to know. As for the organizational infrastructure, just how complicated is a list of known stars, their locations and some dude tasked with making a checkmark next to the finished locations?

As for the starting positions you mention, explain to me how allowing group 1 to have what they want is in any way actually a problem for group 2 or 3?

Note that I do not favour these "realism"- argument, I try to point out that they do not tend to create any common positions. And even if they do, it does not mean they improve the game experience. The gameplay-argument, however; though you don't have to agree with the conclusion; is a very simple approach to show that the feature not being available from the start is part of a concept (age of discovery in space and the wonders of the unknown with emphasis on storytelling). There are two ways to go from here: Scrap the concept or argue that the feature is not needed in it. I believe I argued for the point that the second option is not a good one. And I would like to add that I like the general concept, which is why I would like to cling to the feature (no immediate auto-survey) until it is replaced in an overhaul of the entire concept. In fact, I would like the concept to be strengthened. Maybe when focus of this period changes from "find these +3 minerals" to ... well, more; maybe then the missing auto-survey feature will not so much of a problem anymore.

But just removing the manual survey without considering the impact seems wrong to me.

Who ever said remove manual survey? Please show me one. Allowing automation is not the same as preventing manual control. Even those of us who want auto control from the start will generally chose manual for the first 10-20 systems.
 
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Shachza

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I playing hyperdrives game, year 2225 (early game, just opened destroyers), and I bored to survey manually already.
It is fun for wormholes (because number of systems is restricted by WH radius), but boring for hyperdrives.
Have 3 scienceships.

Would love to get that tech in early game.

P.S. I surrounded by AI empires. Our boarders close. So, I don`t care, really, what systems they have inside (no motivation to survey manually)

I wouldn't want this for one main reason: random hostile system occupants. If your ship is set to Evasive, it will repeatedly jump in and out of the system as it tries to survey, but flees every time it finds there are hostiles. Or, if your ship is set to Neutral, it will happily fly right up to the bad guys and get blasted while it bee-lines its survey target.

Also, you can queue up multiple survey targets right from the beginning. Right click system 1, shift-right click system 2, shift-right click system 3... Continue until you have the maximum 100 tasks in queue for the vessel, and it let it do its own thing for the next two years of game time. Is that really so bad?
 
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kalauer

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Sure, you can make the arguement, but it fails radically when subjected to even rudimentary scrutiny, and as such is irrelevant. If you need additional communications technology, then the ships need to return to base between missions. Otherwise, how are they getting your new orders? Since they don't need to, you have sufficient communications to tell them what they need to know. As for the organizational infrastructure, just how complicated is a list of known stars, their locations and some dude tasked with making a checkmark next to the finished locations?

That's why I said that the "realism"-arguments are not going anywhere: What is the easiest thing to do in your opinion, is a difficult task in other's opinion. There are people out there who want to get rid of sectors; and realism-wise, they can field the same argument: it should be possible to govern 6 planets when you can govern 5 etc. ... When you put elements of the game to a test, there are many reasons why they could be different, looking from a "realism"-point of view. But they are not. Because they have a purpose. Neglecting that just means argumenting towards the self-desired outcome, which is understandable but not helpful.

And even if we agreed that it would be possible to do automated efficient communication; and that is the actual point of my previous post, not the example; it would not influence the gameplay-argument. And what we have heard a lot in this forum: gameplay beats realism every time.

Again, this does not mean that automated survey must always stay a mid-game tech. But in the current state, it is an important part of the mentioned game concept.


As for the starting positions you mention, explain to me how allowing group 1 to have what they want is in any way actually a problem for group 2 or 3?
You mean that even when automatic exploration was available from the start, those who like to auto-explore would still be able to? This is obviously true. But in my experience, people are lazy. And as stated above, this is a comfort-function. So what could happen is that everyone uses the auto-exploration and by this misses the experience the designer intended to convey. Note that this also means that we might need better means to strengthen this game concept.

By following the dev diaries, I have the impression that Stellaris is not meant to be just another 4X game, but to add another layer of stories. Until that changes, I would rather put the auto-exploration from day one to the mod-requests, as unsatisfying this might be. Actually, it is not even a request, the mods are out there. And no, I do not accept achievements as argument against using these.

Who ever said remove manual survey? Please show me one. Allowing automation is not the same as preventing manual control. Even those of us who want auto control from the start will generally chose manual for the first 10-20 systems.
The statement was targeted at the forced manual survey in the early years, which does, in my perception, increase the relevance of the scientists, their stories and discoveries.
 
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CocoCincinnati

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To each their own I guess. I still enjoy surveying with science ships in the early game and it's not like that tech comes super late. I've seen it pop up several times before I've finished surveying my immediate area. Plus I guess I just don't understand why this is still a problem since mods have got to make it available from the start by now.
 
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SacremPyrobolum

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I cannot believe that there are actually people out there who actually think micro-ing survey ships for most of the game is a good feature that adds anything to the game and not a completely pants on head one. Words cannot describe.
 
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Agamemnic

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I cannot believe that there are actually people out there who actually think micro-ing survey ships for most of the game is a good feature that adds anything to the game and not a completely pants on head one. Words cannot describe.
Amen. I'm playing in a large galaxy with few AI. Large expanses of empty space so I don't need to manually assign each system to be surveyed. Such soul-crushing tedium.
 
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RupertTheBear

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@kalauer: if the dev's want to convey a certain attachment to scientists in the early Game, they should implement the required mechanics. Atm, i don't give a rat's ass about my Science ships, apart from mineral & influence cost.
Forcing me to do it manually doesn't make me care more - it's just tedious.

Is it my fault that this doesn't work for me? Don't think so.

Being forced into an action will never have the effect of making a player care. Only the proper gameplay mechanics will.

What's worse: i know the option exists- i can see the greyed-out button. And the only reason i can't use it? Because the dev's don't want me to.
Why Not make auto available from the start but have an Energy upkeep? If scientists are allowed to work at their own discretion, you can be sure they'll go for the expensive shit!
 
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