But SRVs don't add to exploration 'gameplay' in any major way. You get a tiny rank boost for driving around (which you can do in bubble) and gimmicky one-off f ingredients for a FSD jump boost that you can also synthesize before you leave on your expedition. So all you have are 'SRV randomly explodes bug' 'ship sinks into terrain bug and can't be boarded' etc etc. And selfies.
Meanwhile 12t of SRVs will add 4++ (mind numbingly dull) hours staring at the FSD charging animation to your return trip and may mean you can't traverse certain areas if you're a very intrepid explorer. Because if you have the SRV plus weight you also need shields and proper (non super slim 1A-type) power distributors to boost and survive landing errors. So a planet landing Asp goes from 36Ly with full tank to 32Ly. Would have been a viable trade off if Frontier had added 50k per rock sample brought back to Cargtographics, but alas...
Fully agree.. if at least there was a real connection between SRV minigame and ED main game. And here's what I mean:
Ok, I was not expecting miracles, but currently with SRV you can only find materials to fix SRV.. closed circle... Why would I take the SRV bay and the scarabs (even if only one) in a long journey, if there is no benefit to do so? Do not get me wrong, plannetary landing is great, but SRV/ship logic is not really perfect. If I want to drive SRV and enjoy new features/physics, why would I take it to the Outer Rim? Do planets out there look and feel different? - NO
SRV for real exploration (and believe me, I am not crying for more exp points while driving) would make sense only, if I could find materials (well, first of all if there was an appropriate synthesis) to REPAIR MY SHIP!!!
You want to explore the Galaxy? Guess what, sh.. (ship) breakes..
It would be really beautiful, to be stuck at the other end of the Universe, but having at least a chance to land, explore, find materials and be able to go back home..
I hope you get my point
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