The Change to Scanning Stations

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

djxavier13
Posts: 10
Joined: Sat, 1. Dec 18, 20:41

The Change to Scanning Stations

Post by djxavier13 »

It's been a few years since I played X:Rebirth, so if I'm mis-remembering details here, please feel free to correct me.

I see that flying around and scanning stations is a carry-over from X:Rebirth. In Rebirth, it had a purpose (although, I can't remember what, exactly). Sure, I do need to scan to look for signal anomalies in X4, but I'm talking about trying to get to "100% information unlocked" (what actual information?). Although it was time-consuming and annoying in Rebirth, at least I could tell which sections I already scanned either in cockpit view or on the map.

Unlike Rebirth, the frustration I'm having is that scanning stations in X4 doesn't seem to have a way to tell me which modules were already scanned and which still need to be scanned. I'll find myself flying around in circles, trying to see if I missed any modules. So far, I've never scanned over 85% of any station. Are there hidden things that need to be scanned? Why can't I have a filter in the map view that highlights scanned modules?

When the big bugs get fixed, I'd like to suggest another look at the mechanics of station scans, because I think station-scanning needs a little TLC to make it easier(less tedious) for players.

Also, please take this as constructive feedback! Beyond the handful of gripes I share with other players, I'm actually loving the heck out of this game. There are so few truly open-world games that don't railroad you on a path to complete some major narrative. I love games like this, where I can lose hours to it (53 as of this writing) and do whatever I want. Thank you!
Alci
Posts: 887
Joined: Tue, 27. Aug 13, 13:06
x4

Re: The Change to Scanning Stations

Post by Alci »

if you turn on short scanner (shift+2) the scanned modules will have different color, mostly. Some don't (or the color is way too similar to unscanned, especially the connection parts). It's really hard to see but at least noticeable. I would appreciate better distinguish as well. The short range scanner in general is not that much useful. It's just very little difference against no scanner at all.
djxavier13
Posts: 10
Joined: Sat, 1. Dec 18, 20:41

Re: The Change to Scanning Stations

Post by djxavier13 »

Alci wrote: Wed, 5. Dec 18, 03:21 if you turn on short scanner (shift+2) the scanned modules will have different color, mostly. Some don't (or the color is way too similar to unscanned, especially the connection parts). It's really hard to see but at least noticeable. I would appreciate better distinguish as well. The short range scanner in general is not that much useful. It's just very little difference against no scanner at all.
Yeah, they do highlight different colors when I turn on scan mode, but once a module is scanned, it only highlights bluish-white briefly, then goes back to the original highlighted color. That's the problem. I can't tell which ones I've already scanned.
Spiralrazor
Posts: 85
Joined: Wed, 5. Dec 18, 05:38

Re: The Change to Scanning Stations

Post by Spiralrazor »

There is a mod up on nexus that really helps this...changes the colors to clearly differentiate things.
argon_emperor
Posts: 1225
Joined: Mon, 12. Dec 05, 07:41
x4

Re: The Change to Scanning Stations

Post by argon_emperor »

IIRC, scanning stations in X:R tended to give you discounts, as well as sometimes (?) unlocking extra trades and stuff like that.

In Foundations, it basically does nothing. Discounts, commissions, and missions are unlocked through either the data leaks (which give discount, commission, or module blueprint), or comm sparks, which give missions.

The only "useful" part for scanning is when it comes to the missions that ask you to either scan a specific module, or scan x% of a station.

And in regards to the 85% scan rate issue, you can't scan 100% in your ship, you have to get out and space walk to scan for the last little bit. But I've 100% quite a few stations, and never gotten anything for it, so up to you if you want to bother going all the way for (currently) nothing. Definitely agree that a bit of TLC is needed to make it feel as though it's a feature that exists for a reason.

But definitely get the mod on nexus that's been mentioned, started using it today and it makes it heaps clearer which modules have and haven't been scanned.

https://www.nexusmods.com/x4foundations/mods/38
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
djxavier13
Posts: 10
Joined: Sat, 1. Dec 18, 20:41

Re: The Change to Scanning Stations

Post by djxavier13 »

Spiralrazor wrote: Wed, 5. Dec 18, 06:16 There is a mod up on nexus that really helps this...changes the colors to clearly differentiate things.
Oh, I didn't realize there was a Nexus page already, and I see there's already 31 mods for it.
Legionnaire
Posts: 1368
Joined: Sun, 8. Feb 04, 16:28
x4

Re: The Change to Scanning Stations

Post by Legionnaire »

Unfortunately as per usual using any mods marks your game as modified, which provides a cop out when youre reporting bugs as they have to be reproduced on an unmodded save.

Legionnaire
Mobo MSI Z270 Gaming M3 CPU i5 7600K @4.2
RAM 16Gb Corsair Vengeance
2x 1TB (RAID 0)+ 4TB SSHD + 3TB HDD + 500GB SSD (Windows and X4 install Locatrion)
Windows 10 PRO
8GB MSI 1070Ti
radcapricorn
Moderator (English)
Moderator (English)
Posts: 3230
Joined: Mon, 14. Jul 08, 13:07
x4

Re: The Change to Scanning Stations

Post by radcapricorn »

Shows that people haven't actually played Rebirth. The most important part of scanning was accessing production and storage information. For trade planning, or piracy purposes. Supposedly that remained in X4 as well.

Return to “X4: Foundations”