Exploration ship adjustment

Greetings, cmdrs.

Over time, Explorers received a bit of love from the developers. Better jump ranges on dbx and engineering, eye-friendly-low-contrast-beige-planets for less retina stress (just kidding) and so on...

Problem is, with all the gadgets available, even an Anaconda runs out of modules slots.

Question: How about adding 2 dedicated sensor slots to exploration prone ships like DBX, AspX, Anaconda?

This would not result in any balancing issues. It would make exploration more comfortable and more interesting on the other hand.

Thanks for your input!

cmdr Surfin'Bird
 
Question: How about adding 2 dedicated sensor slots to exploration prone ships like DBX, AspX, Anaconda?

This would not result in any balancing issues. It would make exploration more comfortable and more interesting on the other hand.

All right... I have a question for this and it's always, Why?

I currently run an ASPX with AFMU, Shields, Fuel Scoop, SRV, ADS & DSS A-Rated everything (with tweaking on FSD and Power Plant). I even have room for all my weapons and counter measures and still have space for a 8-ton cargo module for those occupied life pods I seem to invariably cut across through the Deep Black.

I run with weapons and shields not because of the fear of being ganked or griefed -- I simply don't warrant that much hate from anyone really -- I do so because I don't trust the devs for not throwing a curve ball with Thargoids, but even that I am positively no match for them with my current configuration.

The scariest thing in the Deep Black are planets, moons, stars and other astronomical objects. It's not as though we're going to have any one of those suddenly going crazy, shifting out of orbit and chasing us out of a star system.

What more could you possibly want to carry for "comfort"?

And please tell me this isn't some sort of ruse because the numbers don't match the slots and you're in some way triggered by this?
 
Last edited:
First, the Anaconda is not an exploration ship - it is a multi-role ship.

Second, only one of the 'intended' exploration ships arguably has too few slots for exploring in comfort: the diamondback series. Which are both SMALL ships. Hence, less internals in exchange for a crazy low price and mass, and huge fuel tank and jump range.

Third, while it could be argued that the DSS should have a dedicated slot a-la planetary landing software, the surface scanner does not warrant such a slot. Such is the nature of fitting ships to purpose - particularly ships that are multi-role, like the cobra, python, and anaconda...just to name a few.

Fourth, even if you DID dedicate a slot to the DSS...you then immediately render navigation beacons obsolete except for being a less-than-ideal hunting ground for rookie combatants looking to bounty-steal from the local authorities.


None of the exploration-centric modules (which the DSS is 'technically' not one of them given its use in combat missions as much as exploration missions) deserve dedicated slots. To make this argument is to say that combat focused ships, like the Viper, deserve dedicated hardpoints for weapons or additional internals for the military modules so the existing locked slots are freed up. Or to suggest that passenger and cargo ships deserve an extra module slots for basic needs like cargo racks, DSS, and shields.
 
Never could figure out how FD could make ships called "Explorers" that didn't have 2 Class 1 slots for the scanners.

Asked a few times, but of course, never answered.

I've been advocating for the scanners to just be internal upgrades to the basic scanner, but never hear back on that either.

Serious question, how is the DSS used in combat scenarios?

Yeah, never tried that. Wonder how it works???
 
Never could figure out how FD could make ships called "Explorers" that didn't have 2 Class 1 slots for the scanners.

Asked a few times, but of course, never answered.

I've been advocating for the scanners to just be internal upgrades to the basic scanner, but never hear back on that either.

For the same reason that we had cars called "Comet" and "Rambler"... For appeal to specific sets of people.
 
I can appreciate the times when I thought, "Just one more class 1 or 2 slot in this puppy..."

But TBH I think the ships are fine. They compel us to really consider our priorities. Just like the explorers of yore.

[A possible trade-off might be to make scanners (and maybe other modules, limpet controllers maybe?) for utility slots, rather than optional internals.]

If exploration needs any love, IMO, it's in the "things to see & do" department. Looking forward to 2018. [heart]
 
If Frontier doesn't convert to volume based design where you build a ship instead of plopping in Legos, then the obvious solution is to make modules that fit in hardpoints or utility mounts.

As it stands right now, that is dedicated volume that may or may not be used but CANNOT be reclaimed. It would only be sensible for equipment items that can be fitted into those slots to be made available.
 
Serious question, how is the DSS used in combat scenarios?

That's an interesting question, I will have to leave it to others since I don't do combat, however it would be greatly annoying if dedicated explorer slots were given to ships that I don't use to explore, while the ships I do use to explore were left without them. My main explorer is a Type 6, I also use a Cobra for surface exploration in the bubble because of the higher top speed in real space. Exploration ships are the ship you take exploring regardless of how they are viewed by others. How about when we buy a ship we specify the role, explorer, trader, combat, and we get specialist slots for that role.

For instance if I buy a type 6 for exploration it gets two size 1's that can only be used for scanners, a trader would get more large cargo racks, a combat would get a couple of dedicated military slots, that way everyone can have everything they want and do everything in all ships. Or we could just leave as it is and not disadvantage people for wanting to use non-dedicated exploration ships to do exploring.
 
That's an interesting question, I will have to leave it to others since I don't do combat, however it would be greatly annoying if dedicated explorer slots were given to ships that I don't use to explore, while the ships I do use to explore were left without them. My main explorer is a Type 6, I also use a Cobra for surface exploration in the bubble because of the higher top speed in real space. Exploration ships are the ship you take exploring regardless of how they are viewed by others. How about when we buy a ship we specify the role, explorer, trader, combat, and we get specialist slots for that role.

For instance if I buy a type 6 for exploration it gets two size 1's that can only be used for scanners, a trader would get more large cargo racks, a combat would get a couple of dedicated military slots, that way everyone can have everything they want and do everything in all ships. Or we could just leave as it is and not disadvantage people for wanting to use non-dedicated exploration ships to do exploring.

You and Sandkid's got me on this one... As I've done light combat, I've yet to see the DSS activate in a combat scenario. Normally when you're doing a system scan an ADS is the one that renders the nav beacon mostly unnecessary for retrieval missions. The only thing that I don't like about nav beacon scan is that it will also give me the complete information for a system thereby circumventing a DSS scan of the planet for credits (which is what I think Sandkid's actually inferring in his message).

I was thinking about it this morning and the reason why the explorers aren't dedicated explorers is because they can be given some multi-role set ups (thanks Chrystoph for reminding me on this). For example when running with lower amounts of money, against lighter ships -- the DBX is much like a turtle to most things less than a Vulture.

This is why explorers tend to get all triggered about the thought that the ADS/DSS aren't one module or having dedicated slots for these things. By having the set up as it is, this makes commanders make the decision whether they want to be explorers or Freelancers.
 
You and Sandkid's got me on this one... As I've done light combat, I've yet to see the DSS activate in a combat scenario. Normally when you're doing a system scan an ADS is the one that renders the nav beacon mostly unnecessary for retrieval missions. The only thing that I don't like about nav beacon scan is that it will also give me the complete information for a system thereby circumventing a DSS scan of the planet for credits (which is what I think Sandkid's actually inferring in his message).

I was thinking about it this morning and the reason why the explorers aren't dedicated explorers is because they can be given some multi-role set ups (thanks Chrystoph for reminding me on this). For example when running with lower amounts of money, against lighter ships -- the DBX is much like a turtle to most things less than a Vulture.

This is why explorers tend to get all triggered about the thought that the ADS/DSS aren't one module or having dedicated slots for these things. By having the set up as it is, this makes commanders make the decision whether they want to be explorers or Freelancers.

Active in a combat scenario is stretching it - what I intended is that the DSS is used in lieu of navigation beacons for salvage missions (which inherently draw combat, if not force it) as well as assassination missions both on surfaces and in space. In the actual 'heat' of combat, the DSS has no role.
 
Active in a combat scenario is stretching it - what I intended is that the DSS is used in lieu of navigation beacons for salvage missions (which inherently draw combat, if not force it) as well as assassination missions both on surfaces and in space. In the actual 'heat' of combat, the DSS has no role.

I think you are referring to the Advanced Discovery Scanner, not the Detailed Surface Scanner...
 
Active in a combat scenario is stretching it - what I intended is that the DSS is used in lieu of navigation beacons for salvage missions (which inherently draw combat, if not force it) as well as assassination missions both on surfaces and in space. In the actual 'heat' of combat, the DSS has no role.

My Viper only has an ADS in it and anything in space -- retrieval and assassination -- when I honk upon entry automatically gives me the follow-up message on where in the system the target is. Orbiting a planet will allow me to trip over the mission objective signal which is easy enough to aim for once it's showing up outside the cockpit.

Suggesting the DSS for this sort of mission (in space) sort of defeats its purpose: Surface Scanning. But I can see it being used for POIs as a replacement for the endless pain of finding the target on the planet to do the mission objectives.
 
My Viper only has an ADS in it and anything in space -- retrieval and assassination -- when I honk upon entry automatically gives me the follow-up message on where in the system the target is. Orbiting a planet will allow me to trip over the mission objective signal which is easy enough to aim for once it's showing up outside the cockpit.

Suggesting the DSS for this sort of mission (in space) sort of defeats its purpose: Surface Scanning. But I can see it being used for POIs as a replacement for the endless pain of finding the target on the planet to do the mission objectives.

Much agreement. DSS for POI at what altitude?
Further, What do you think of taking a belly hardpoint scanner to upgrade the DSS?

Regards,
Nevian0225
 
Much agreement. DSS for POI at what altitude?
Further, What do you think of taking a belly hardpoint scanner to upgrade the DSS?

I am typically getting material breakdown on a planet as far out as 125 LS from the planet (this is typically a large rock). Say 25% of that (~31 LS from the planet) could give me details on Points of Interests on the planet.... This would cut down the RNG I typically see when faffing around the surface of a planet and give the feeling that you're actually finding something instead of "oh I just stumbled across this"...
 
I am typically getting material breakdown on a planet as far out as 125 LS from the planet (this is typically a large rock). Say 25% of that (~31 LS from the planet) could give me details on Points of Interests on the planet.... This would cut down the RNG I typically see when faffing around the surface of a planet and give the feeling that you're actually finding something instead of "oh I just stumbled across this"...

I feel there's meat on that bone altho I have no idea of the complication to add such a feature..

If there was a hardpoint deploy mayhap of an Advanced Surface Scanner ( puns for get your A** in gear? ) works if you're 5LS out from the planet or that only works if you're out of supercruise?

Altho the blue circle on the scanner when you're under 5k altitude might be adjusted for such play if the player has that intrepid spirit?

Good musing, me like.

Nevian0225
 
I feel there's meat on that bone altho I have no idea of the complication to add such a feature..

With the current set up, not as complicated as most people think. Such a POI should show up on the planetary surface when looking at the planet in question in the System Map. It would be much the same as it showing as a base in an occupied part of the Bubble. It can have a depreciation/time limit for showing up and then be gone for whatever reasons deemed fit. From there, you could plot a course to the POI and follow the prompts on your screen.
 
Back
Top Bottom