Exploration Ship Choices will be taking an arrow to the knee in Update 3.1

Totally disagree that big ships should be better just because they are big/expensive. Every ship needs an Achilles' heel. There's a lot of anacondas and corvettes that have met their ends at the hands of my courier, where being small and very fast meant they can't use their far superior weaponry effectively. A lone corvette should be terrified by a wing of vipers. Without this it's just a race to the big ships and that would get boring.

Back on topic though, and I think the increased fuel usage makes this a no go on a DBX anyway, as the fuel scooping would be even more tedious, and probably slow down travel. These look like ways of hauling the brawlers around inhabited space, with the missing module following via a transfer. Might work on the aspX or conda though.
 
Last edited:
Yeah these days with engineering flying a fully engineered sidewinder to sag A is not that a big feat with 30+ly jumps. In the early days my asp x that i did sagA in only had 32ly jump by memory before engineers. Or are you saying you did it in a stock e rated non engineered sidewinder? Cause that would be a very long trip.

Not quite stock. I figured the trip wouldn't be worth it without an Adv. Discovery Scanner & DSS. And, yes. It was a very long trip.
 
What I really like in ED is the need of compromise. You want a long-jumping explo ship? Give up on many internals, weapons and other stuff. Want a hull-tanked war ship? Well, the jump range and general handling will be poor. I also consider 'Conda as a compromise, even though I do think it's unnecessarily buffed. But it still handles like an oil tanker and the view is like through medieval knight's helmet (which makes this ship a no-go to me).

If we "force" FDev to make a god-mode ship with perfect jump range, perfect set of slots, perfect handling, perfect canopy view and perfect design, the variety of ships on DWE2 roster would be even more boring then it is now. So what's the point?

Therefore I like the idea of making FSD Booster an optional internal. No juice for free. You need to decide what is more important to you considering your way of playing ED and doing whatever you're doing at the moment. Yet another compromise, like in real life.

What troubles me more is the price of unlocking this module. I will probably never be able to force myself to grind so much. I barely survived unlocking just 4 engineers and doing some basic preparations of my AspX for exploration. [knocked out] But yeah, it's another decision to be made. +10 Ly and grind or no additional jump range and no time wasted on RNG-and-game-reloading-powered gathering mats.

So, my dear Commanders, do stop yelling and start making your decisions. :D
 
Firstly, exploration ships already have plenty of range, and don't actually need any more, except to reach harder to reach places.

So the guardian FSD booster is not really for them, it seems to be aimed at the horribly gimped combat ships.

It appears FD have finally listen that forcing different classes of ships to travel at wildly different speeds is just annoying.

And they've done it in a way that forces choice (booster Vs other internals, plus fuel use, forcing fuel scoop/tank use too). And without messing with any of the ships original statistics which would like throw off the whole ship.

Bravo FD. :)

Now if the booster only worked, that'd be great. Lol

And if it wasn't so difficult to figure out how to even begin unlocking it without resorting to out of game tools, this forum, or YouTube...! :D

CMDR Cosmic Spacehead
 
People seem to forget about the Codex and the possibility of new exploration mechanics. If the Codex results in a trail of breadcrumbs to follow, then jump range is important.

Would you prefer to jump 500 times or 50 times to get your next destination hinted at in the Codex?
 
So I like the concept of the Guardian FSD Boosters. I even like that they add a flat amount of light years rather than a percentage of optimal mass, this helps to prevent "jump range creep" of the long range ships outreaching the less capable ships from the perspective of the overall fleet.

However, the way the Guardian FSD Boosters are being implemented, as five internal modules ranging in sizes from class 1 to class 5 (in increments of 2ly range each) leaves much to be desired in my opinion. This design is serving to benefit large ships much more than the small and medium ships simply due to number and size of internals versus the number of module types now in the game. For example, combat players who fly ships like the Vulture, FDL, Viper, DBS, or Chieftain will be hard pressed to fit one of these into their ships seeing as they all only have 4 or 5 internals to work with.

Now lets talk about deep space explorers. Most explorers currently fly with six modules installed in their ships:

  • ADS - Used to scan with.
  • DSS - Earns extra credits and reveals materials present on planets.
  • SRV - Used to drive on planets and collect materials.
  • Shield - Saves hull when landing on planets, also can save the ship when interdicted.
  • AFMU - Needed for neutron jumping or just to fix the ship due to mishaps, especially canopy repairs.
  • Fuel scoop - Needed to refuel.

Sure some people explore with less than this but they give up an aspect of exploration or safety in order to do so. Fly without an SRV and you can’t collect jump mats or drive on planets. Forego the AFMU and you can’t use neutron jumps nor repair module damage. Don’t take a shield and watch your hull gradually diminish over time due to planet landings, not to mention how you put yourself at great risk every time you approach inhabited space. The majority of explorers currently fly ships with at least six internals for these reasons. An awful lot of players explore in ships like the Anaconda and Cutter because they can also bring repair limpets and mining gear too.

The FSD Boosters will add one more internal to this mix, and if you fly a ship with less than seven internals then you will need to either ignore boosters entirely or give up one of the above six modules.

How exactly does this impact the Elite fleet with regards to ship choices for explorers? Here is a list of all ships in the game sorted first by jump range and then by number of internals:

https://i.imgur.com/NNM25XI.jpg

The ships highlighted in tan have 5 or less internals each (11 ships), the ships highlighted in orange have 6 internals (9 ships), and ships not highlighted have 7 or more internals (13 ships) and shouldn't be negatively impacted by the addition of one more module. It's no coincidence that the most popular exploration ships are in the top half of this list as they have the best jump ranges in the game, and about half of those have six internals each. Ships like the DBX, Orca, Dolphin, Courier, Keelback, Asp Scout, Viper IV, and Cobra III will all not be able to carry an FSD booster while also carrying the six modules listed above. Their options will be:

  1. Ignore the new FSD booster and not bother with it.
  2. Lose the SRV and give up driving on planets.
  3. Drop the shields and risk hull damage from landings and getting blown up upon return.
  4. Forego the AFMU and give up neutron boosts.

This scenario will greatly lessen the selection of ships explorers can choose from if they want to fly prepared and optimized for everything they can. It will only serve to further funnel explorers into Anacondas and Asp Explorers. The T6 might get more popular due to the FSD boosters, and now that the T7 had its range improved it also might start getting flown more, but a lot of popular small and medium exploration ships are going to be hurt by a lack of internal space.

Personally, and this is just my opinion, but I feel like these boosters should be utility modules instead of internal modules. For a few reasons:

  1. All five sizes are exactly 1.3 tons in mass each, so it seems odd that they increase in size and capability but not mass.
  2. Ships for all roles could much more easily spare one utility slot than one internal due to how many modules already crowd the game.
  3. Making the best range booster a class 5 slot is only serving to make the larger ships even better than the smaller ships, and I feel like it should be the opposite, meaning I wish the boosters performed better for the smaller ships and less for the larger ones who already have a plethora of positives in their favor. I think new features like these should strengthen ship diversity rather than further funnel everyone into the large expensive "end game" ships.

In short, I love the idea, but do not care for the execution, as it's only serving to limit player choice with regards to ship selection. I wish these boosters were just utility modules instead.

I never used an AMFU to explore.. besides using a neutron jump wastes more of your time to plot.. then actually making those 4 jumps.. (unless you wanna play tabbing out constantly, like we do with aliens and copying the exact systems from a website...)
Also your list is old.. get a newer one.. for example my ASP can do 52 LYs.. the new engineering and stuff kinda changed things since everything is based on mass, but in any case exploring isn't about jump range, unless you wanna do the outer-edge systems which have nothing to plot through, in that case yea.. but all other times basically even a sidewinder is better, since you're hitting more systems.. exploring more planets and stuff :D

But anyway.. this modification clearly isn't intended for explorers.. (I mean sure, they can use it if they have the slot to spare).. otherwise it would be a percentage increase.. This guardian FSD booster is basically the answer to people whining about how they cannot take their Corvette down to engineers.. and the transfer costs too much.. and so on :p so yea, I'm pretty sure they had a single ship in mind when designing this.. and that's the vette.. others are cheap to transfer.. and have higher jump ranges..

Soooo there you go.. and also, keep in mind.. just because something 'exists' doesn't necessarily mean you need to instantly slap it on to everything :p You try to make it work with the tools you have right?

Cheers!
 
People seem to forget about the Codex and the possibility of new exploration mechanics. If the Codex results in a trail of breadcrumbs to follow, then jump range is important.
Would you prefer to jump 500 times or 50 times to get your next destination hinted at in the Codex?


So...explorers need jump range because of wild hypothesis, based on guesswork about unreleased material?
 
Conda or ASPX are the ships you want to use for long distance exoloration.
Size 5 perfectly fits in both.

DBX and smaller ships can still use the grade 3

It's all fine.
 
I am all of a dither over this new module.

Smaller exploration vessels should not be better or equal than larger exploration vessels, you should face compromises for using a dbx.

Conda as the 'best' exploration vessel sucks. It's horrible to fly, we should have a proper large dedicated explorer.

We have enough jump range creep already, the 'bug' of +125% sounds good to me. Means you would not just fly with the boost all the time, but could choose to use the module in special cases when needed.

AMFU for NS boosting is not an exploration requirement, but I always demand a DC for returning from a long trip, so end up in the same situation.

The odd weight of the modules just feels very arbitrary, and there is nothing to encourage or discourage it use in any roll. I think a utility would be equally arbitrary and not really join up thinking.

Maybe they should have left this one till 3.4 and integrate it in with a whole package of exploration changes.
 
Longer jump range also helps kill some of the grind. People going out and exploring certain sectors of space to look for new Guardian structures.

Guardian structures are pretty close in galactic terms. Anyone desperate to shave a jump off that journey because 'it's grind' is not going to have the patience to scour the surface of places for ruins!

If you want more jump range and don't want to sacrifice internals, that's fine: That's your opinion and what you'd like from the game.
But it's not a blanket 'explorer's need' or 'explorer's want'.
 
Last edited:
Personally, and this is just my opinion, but I feel like these boosters should be utility modules instead of internal modules.

You know, up until this point, I was nodding.

Then I burst out laughing!

Your problem is ships dont have enough slots for this thing, then you choose the slot type that many many ships have a tiny, tiny number of?

AHAHAHAHAH!

No thanks.

Limpets - changed to limpet racks
Advanced/detailed scanners - changed to scanner racks

This is how you solve problems like this.
 
You know, up until this point, I was nodding.

Then I burst out laughing!

Your problem is ships dont have enough slots for this thing, then you choose the slot type that many many ships have a tiny, tiny number of?

AHAHAHAHAH!

No thanks.

Limpets - changed to limpet racks
Advanced/detailed scanners - changed to scanner racks

This is how you solve problems like this.

The thread title is clear, the topic is about exploration ships that are not really utility restricted, so if you consider the module an exploration tool, he has a point.
I am not convinced it IS supposed to be an exploration tool, it's quite possible it is just a tool for slogging your big combat vessels around the bubble or between the Thargoid war zones.
 
Guardian structures are pretty close in galactic terms. Anyone desperate to shave a jump off that journey because 'it's grind' is not going to have the patience to scour the surface of places for ruins!

If you want more jump range and don't want to sacrifice internals, that's fine: That's your opinion and what you'd like from the game.
But it's not an 'explorer's need' or 'explorer's want'.

Can you nip over to EORL AUWSY SY-Z D13-3861 and double check this system. It's really close by in galactic terms, 21,188ly away. Just 385 jumps there in a 55ly range ships and 385 jumps back. If you like the grind you can use fuel economy route planning
 
People seem to forget about the Codex and the possibility of new exploration mechanics. If the Codex results in a trail of breadcrumbs to follow, then jump range is important.

Would you prefer to jump 500 times or 50 times to get your next destination hinted at in the Codex?

Depends on what one might come across during those 500 jumps

Too easy to get tunnel vision and miss out on the journey
 
Actually I think the issue stems less with the addition of the new FSD boost module and more to do with something that's been in the game since the beginning.

the Discovery Scanner and the Detailed Surface Scanner, they should honestly not be internals, they should be the ones in the Utility slots.

The reasoning is that every other "scanner", KWS, Cargo, Wake, Xeno, etc are all Utility Slots, the Dis Scanner and the DSS are the only scanners that use internals. The Dis Scanner needs to be brought in line with other scanners and made into a utility slot. the DSS should be a sub module of the Dis Scanner because it needs to use a Dis scanner to work, so it should install as a sub module of said scanner.

I'd also like to see other types of sub module scanners (geological, alien detecting, etc.), and more expensive versions of the Discovery scanner that have additional sub mod slots.

By bringing the scanners in line that frees up two module slots making room in the optional slots and putting them in Utility.
 
Depends on what one might come across during those 500 jumps

Too easy to get tunnel vision and miss out on the journey

True, but the reverse could be said. You will hardly get anything done in your main objective if you're scared you might miss something on your way to your destination. There are too many stars to check to be a completionist.
 
I can live without the booster tech - my Orca jumps at just over 51ly's, but yeah having the booster as a utility mount would be preferable for getting to particularly hard to reach stars. They're not even a lot of use for a lot of medium combat ships due to the 25% increased fuel usage, far more efficient just to fit a fuel scoop and transfer modules when needed.
 
Back
Top Bottom