Would like a new, different exploration ship from FD:

Why does an exploration ship need a long jump-range? A long jump-range is just a convenience for getting somewhere quickly. Getting somewhere fast is not exploration, it's space tourism or racing.

Whilst I would normally agree with this standpoint- as I share the same view, I do have to disagree on the basis that not everyone "explores" the same way.

Some do expeditionary style exploration, and some do more scientific exploration... it's all exploration. Whether you want to travel straight to Eta Carinae just to see it up close, or you want to meticulously scan every system from Earth to Sag *A, it's still valid.

As to the "convenience" issues, what would be the problem with people having options?
 
Why does an exploration ship need a long jump-range? A long jump-range is just a convenience for getting somewhere quickly. Getting somewhere fast is not exploration, it's space tourism or racing.

The ideal exploration ship has low jump-range, only one slot for a class 1 fuel scoop* and a really good visibility from the cockpit.

:rolleyes:


*) and that slot can only be used for that scoop, because otherwise it would be a multi-role ship as it could carry cargo

Long-range is required to allow access to remote stars, not to get there quickly.
Scoop slot should definitely be restricted - or you end up with a passenger liner!
 
I've been campaigning for an Imperial Explorer for years now. A medium sized competitor to the Python, with much worse firepower, slightly less cargo room, but a jump range that rivals the Anaconda plus a cockpit view to give Lakon some competition too.

Many people have asked for the imperial explorer, and I'd welcome the addition. At least one or two more dedicated exploration ships would do no-one any harm.

Also perhaps then you can learn to accept there will be combat ships that cannot jump 30 LY unengineered ;)

*dodges thrown shoes*
 
Whilst I would normally agree with this standpoint- as I share the same view, I do have to disagree on the basis that not everyone "explores" the same way.

Long-range is required to allow access to remote stars, not to get there quickly.
Scoop slot should definitely be restricted - or you end up with a passenger liner!

I should really try to git gud at that humor thing.
 
That basically describes the Anaconda.

Yep. There are many reasons why most explorers fly Anacondas:

  • Best jump range in the game
  • Plenty of internals
  • Fantastic fuel scoop sizing
  • Can carry multiple SRV’s without severely impacting jump range
  • Can carry an SLF for surface fun

However, there are many reasons why I don’t and can’t stand the ship:

  • Cockpit view is crappy
  • That huge long nose out the front annoys me
  • Very poor supercruise performance
  • Hard to land in rough terrain

My personal ideal exploration ship would be one which mimicks the Anaconda’s strengths while improving the things I hate about it. It can lose all the hardpoints for all I care, and the internals can be small to limit it’s cargo capacity as long as one internal is one size larger than the FSD.
 
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Yep. There are many reasons why most explorers fly Anacondas:

  • Best jump range in the game
  • Plenty of internals
  • Fantastic fuel scoop sizing
  • Can carry multiple SRV’s without severely impacting jump range
  • Can carry an SLF for surface fun

However, there are many reasons why I don’t and can’t stand the ship:

  • Cockpit view is crappy
  • That huge long nose out the front annoys me
  • Very poor supercruise performance
  • Hard to land in rough terrain

My personal ideal exploration ship would be one which mimicks the Anaconda’s strengths while improving the things I hate about it. It can lose all the hardpoints for all I care, and the internals can be small to limit it’s cargo capacity as long as one internal is one size larger than the FSD.

That is the reason why I don't fly the anaconda too. I would like a medium build ship, bigger then the Asp maybe python sized, SLF capable with a great jump range. My hope is the krait will fit that roll.
 
Yep. There are many reasons why most explorers fly Anacondas:

  • Best jump range in the game
  • Plenty of internals
  • Fantastic fuel scoop sizing
  • Can carry multiple SRV’s without severely impacting jump range
  • Can carry an SLF for surface fun

However, there are many reasons why I don’t and can’t stand the ship:

  • Cockpit view is crappy
  • That huge long nose out the front annoys me
  • Very poor supercruise performance
  • Hard to land in rough terrain

My personal ideal exploration ship would be one which mimicks the Anaconda’s strengths while improving the things I hate about it. It can lose all the hardpoints for all I care, and the internals can be small to limit it’s cargo capacity as long as one internal is one size larger than the FSD.

To be fair, exploration taste can be fairly subjective. I couldn't give a rat's behind about the jump range, but I do want the most immersive canopy possible. The 'conda naturally sucks for that of course. I personally hate it as an exploration ship.

But yeah, I'd rather fly a 10 LY exploration ship with the T9/T10 style cockpit than a 60LY ship with the 'conda's.

That said if it's a big/unwieldy ship I'd also much rather have the SLF. It makes exploring locations much more fun in a several hundred m/s little vessel that you don't have to worry about blowing up by accident.
 
Many people have asked for the imperial explorer, and I'd welcome the addition. At least one or two more dedicated exploration ships would do no-one any harm.

There's currently no way for FDev to create a dedicated exploration ship since there are no slots that can only be used for exploration equipment and any regular slot can be used to configure a ship as trader/miner/liner/whatever.

It would be possible to create an optimized exploration ship, which had good jump range, size 1 slots for scanners and relevant slots for all the things explorers think they need, but it would still ultimately be a multi-role ship because of the configuration options, engineering and the good jump range.

I should really try to git gud at that humor thing.
I figured at least some of it was a joke ;)
 
But yeah, I'd rather fly a 10 LY exploration ship with the T9/T10 style cockpit than a 60LY ship with the 'conda's.

For general non-fringe exploration I can't argue with that, the T10 cockpit is exponentially better than the Anaconda's. I'd love a Type 11 Explorer, which could be another variant of the Type 9 chassis but with much improved supercruise performance and a jump range to match the Anaconda. Downsize half of the internals to compensate, fine by me!
 
There's currently no way for FDev to create a dedicated exploration ship since there are no slots that can only be used for exploration equipment and any regular slot can be used to configure a ship as trader/miner/liner/whatever.

It would be possible to create an optimized exploration ship, which had good jump range, size 1 slots for scanners and relevant slots for all the things explorers think they need, but it would still ultimately be a multi-role ship because of the configuration options, engineering and the good jump range.

I have said that FD should add dedicated exploration slots in the form of the naval military slots, but that also isn't to say the ship can't be generally balanced to explore well. Less focus on weapons/PD etc., more focus on jump range, at least one high class internal with a number of medium internals, the right classes of slots to take a multi SRV without wasting space etc....make it look half decent and add a good bridge and we're there ;)

For general non-fringe exploration I can't argue with that, the T10 cockpit is exponentially better than the Anaconda's. I'd love a Type 11 Explorer, which could be another variant of the Type 9 chassis but with much improved supercruise performance and a jump range to match the Anaconda. Downsize half of the internals to compensate, fine by me!

The difference in VR is almost indescribable. It's the difference between being in VR and yet looking at a 2D screen within it, or being actually in the damn void.

Ofc that isn't to say a dedicated explorer should have a poor jump range. I can probably agree it's one of the only components that should universally be strong for an explorer. But some would much rather something agile in SC than something with an SLF, some might actually prefer good shielding (definitely me), and some are more concerned about heat management (again me).
 
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To be fair, exploration taste can be fairly subjective. I couldn't give a rat's behind about the jump range, but I do want the most immersive canopy possible. The 'conda naturally sucks for that of course. I personally hate it as an exploration ship.

But yeah, I'd rather fly a 10 LY exploration ship with the T9/T10 style cockpit than a 60LY ship with the 'conda's.

That said if it's a big/unwieldy ship I'd also much rather have the SLF. It makes exploring locations much more fun in a several hundred m/s little vessel that you don't have to worry about blowing up by accident.

Luckly we have the Asp and the DBX to save the day.
 
I would dig some really crazy experimental ship design for a replacement of the Annie for deep space exploration.
Something unique, unlike any of the existing ship.
Experimental, maybe with technique (FSD, scanners) on board that non of the existing ships have.
Fragile hull and and few hardpoints, unsuitable for combat, but decent agility and shields to escape attacks.
Great cockpit view.

But mostly, I want it to look crazy and experimental. Something like

maxresdefault.jpg
 
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I would dig some really crazy experimental ship design for a replacement of the Annie for deep space exploration.
Something unique, unlike any of the existing ship.
Experimental, maybe with technique (FSD, scanners) on board that non of the existing ships have.
Fragile hull and and few hardpoints, unsuitable for combat, but decent agility and shields to escape attacks.
Great cockpit view.

But mostly, I want it to look crazy and experimental. Something like

https://i.ytimg.com/vi/eiE-NB-kxh8/maxresdefault.jpg

That'll be fun for atmospheric landings ;)
 
Seeing from the current livestream, new Chieftain got a 5A FSD around 20ish LY with it.
Will that suffice for the ravenous explorers?
Time will tell. A short time, that is hopefully :D
 
Because you only go to Sag A* and are oblivious to the several billion other stars, a number of which are on the fringes? Which is almost entirely what the topic has been discussing? Okay, gotcha.

You mean the "several billion other stars" that AREN'T on the fringes and are perfectly accessible with basic nonengineered FSDs? Maybe you should have thought twice there?

_

Reading through your points 1 through 6, I see that the problem is you don't understand the very job you say every ship in the game is viable for:
1. Star One. How many ships in the game can reach Star One? There are millions of systems just like that, only reachable by 50+ ly range ships. For a great many explorers, jump range is absolutely a priority.

You're already proving my point.

You don't want to explore and look at things on the way, you want to *travel* to specific, pre-made destinations. "Star One" could very well be any of thousands, if not millions upon millions, of other destinations to reach in the galaxy that *would* be amongst the hardest places to reach in the galaxy *if* Engineers, synthesis, and neutron boosting had never become a thing, so whatever distinction you're placing on your pre-chosen destination really isn't *so* important that long jump range is an overall exploration requirement.

2. SC agility saves time when scanning systems. Lots of time.

I've scanned lots of systems. It feels nice when switching targets in-system, and that's about it. Just about anybody *likes* more supercruise agility. But in no way is it a *requirement* of exploration.

3. ADS, DSS, SRV, fuel scoop, AFMU, and a shield gen. Six internals to be fully prepared for long term deep space exploration. Anything less is very far from optimal and requires sacrificing something important.

No, it's not fully-optimal to forego the stuff I pointed out, but it's not a strict necessity either. Minimum of 2, ideal of 6 for quality of life.

SRV is only truely important if you are committed to synthesis boosting, which implies you're more interested in fast travel instead of wandering as an explorer.

Same goes for AFMU. Without committing to neutron boosting - the worst case in the game of enabling players to just *skip* the galaxy a few hundred LY at a time - the AMFU is wholly not needed if you don't crash into stars.

Landings are indeed inadvisable without shields, I admit - but unless you NEED to land to gather materials for synthesis boosting - a tool for faster travel, not for exploring, save for your niche case of fringe star systems (which would be a whole different set of systems if synthesis boost didn't exist to begin with) - they are also not required.

4. What explorer doesn't want to explore planet surfaces?

I'm perfectly happy viewing them from my ship at most, in 99.9% of cases. *shrug* But it's been quite evident over time that you struggle with the possibility of explorers with a different view on the galaxy (and its planets) than yourself.

Sure it is possible to explore while ignoring all six of your points, but then it's also possible to farm bounties in a CZ with a Sidewinder, but that does NOT make the Sidewinder a "combat ship".

Exploring in a Sidewinder is much easier, far less risky, and largely produces the same end result as using any larger ship, compared to attempting a sortie in a CZ with a Sidewinder versus any larger ship. Comparing an orange to an apple here.

The fact is that there are just certain traits which make a ship an exploration ship. Frontier understands this, and it's why they've improved the DBX and the Orca while also designing the Dolphin to be a potential explorer. Frontier thankfully gave explorers more choices after the first DWE showed just how limited our choices were. They agree with me, even if you do not, and that's all that really matters.

Remove "explore", sub in "travel", and I'd say you're correct. Players have historically placed large importance on improving the means of faster travel in the game, and Fdev have indeed responded. And no, you are not a mouthpiece for Fdev, explorers, or any community at large - you speak for yourself only, sir.

__


I honestly have to ask your exploration credentials to talk so confidently.

Do you only reply to my posts to try and bust my balls, anymore?

High jump range ships aren't only about travelling quickly, which isn't a sin. OFC all ships can explore but they can also trade and combat yet I don't see PvPers using Haulers because they aren't optimised for the job nor is it common at all to see people using the FGS while exploring. A good portion of the exploration community enjoys travelling to the fringes of the galaxy where only top notch ships can access.

I know of a certain vocal individual explorer who enjoys fringe exploration. That's a few huge leaps from being a 'good portion of the community'...see my prior reply for my point that these 'fringe systems' existed just the same before any jump range improvements and were simply a different set of systems, which makes it a rather silly point to try and justify faster-travel improvements with.

2º Ummm, you have to turn in every jump as you cannot jump through a star.

And? Even the Type 9, the slowest-supercruise-turning ship in the game, can keep up enough that there's no time wasted in quick-jumping from star to star. Ergo, supercruise agility is a convenience and not a requirement for space travel, let alone exploration.

3º Strictly speaking you can explore with no modules attached, not even a fuel scoop (Allitnil went to Colonia with no fuel scoop). Mengy simply listed the most useful and popular modules used in long or short term exploration.

Pretty difficult to explore if you can't see what you're looking at (that's what the ADS enables) and don't have the gas to get there (which in Allitnil's case was either subbed for more fuel tanks or intensive fuel-ratting). But I forget, we all live in a world where it's either one extreme or the other....

4º If you don't care about ED, you don't need ED.

If you don't care about being absurd, then you don't need to be absurd, either.

Now, SRVs provide you with mats which refill the AFMU and allow you to create FSD injections in case you get stuck somewhere.

Which 99.9999% of the time will not happen/matter, unless you are strictly attempting to place your name on fringe systems, a.k.a. you are Mengy.

5º Your last sentence is just wrong. Explorers do turn it off (or at least I do) but in SC.

Way to contradict yourself and simultaneously fill in between the lines that literally everyone else has been able to read between. You really are simply picking at straws just to annoy me, sometimes, I swear....

6º Colonia isn't a trip you'd consider year long

Depends entirely on how you approach it. If you just want to travel there, sure. If you want to *explore* the galaxy on the way? You can easily spend a year, three years, perhaps more, all depending on how you want to take that journey.

and the usage of neutron stars or the ocasional misfortune of finding yourself between two large stars thanks to the spawn point will grind down your ship

A. Neutrons are for faster travel, not exploring.

B. Whatever odds of crashing into stars in binary+ systems were astronomically low *before* Fdev implemented fixes and adjustments to help prevent those situations. Obviously it's even lower chances now. I made it to Colonia and back without *one incident* of crashing into a star, whether induced by me or any binary+ system, and that was before some of those fixes and adjustments. No heat sinks, no AFMU required, plenty of exploring along the way. So no, it is absolutely not a requirement; it's a safety blanket for if you make regular, distracted astral navigation errors...like in your case.

In short, all ships can explore but not all are explorers.

All ships can explore, not all ships are the best fast travellers.

__


That is the reason why I don't fly the anaconda too. I would like a medium build ship, bigger then the Asp maybe python sized, SLF capable with a great jump range. My hope is the krait will fit that roll.

And here's the real truth of this thread.

All you folks are really after is the Anaconda, but smaller, for fast travel with a better view.
 
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There are two updates specifically dedicated for content instead of features. I think we will be getting a good amount of ships with it. Chances are exploration ships will be included in that. However, exploration isnt something that currently has a lot of variance when it comes to outfitting. Adding new ships doesn't really do anything like it does for combat.
 
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