Mark Abent · Lead Gameplay EngineerBalance. If you have a ship that's supposed to smuggle stuff, you want to be able to hide it so when someone scans it, they're not going to see it. But at the same time, if you're in a section where you have a very high-powered scanner, you should be able to detect it if the appropriate gameplay settings oblige, because that's the idea of balance. You have your way of hiding, but someone has a higher way of detecting. It's going back and forth. I'm sure there's going to be a lot of iteration on it to get that feel and fun out of it, but it's going to come one day.
Kirk Tome · Lead Systems DesignerI think I can see that our first goal after getting this basic scanning and pinging in 3.2 is find a way to tie it to missions. So you want to be able to use your ping to generally find out where a target might be, and then as you start doing more focused pings and then eventually scan it, that will be the mission completion, because you got basic info of where things are and then now you're trying to find out which thing that you found is the correct target.