The paint must be dry by now, surely?
The paint on my dashboard is dry. It looks an awful lot like
Elephant Butt Leather
You asked!
The paint must be dry by now, surely?
The paint on my dashboard is dry. It looks an awful lot like
Elephant Butt Leather
You asked!
The paint must be dry by now, surely?
The paint on my dashboard is dry. It looks an awful lot like
Elephant Butt Leather
You asked!
Good thing it's optional!
The paint on my dashboard is dry. It looks an awful lot like
Elephant Butt Leather
You asked!
Good thing it's optional!
I think you are describing features of the galaxy here rather than how those features are discovered. There are similar trends with goldilocks zones etc too. The stellar forge is (imo) a work of genius, the way we interact with it is a different matter. I particularly enjoy the far side of the galaxy where the procedural rules are not interrupted by real artefacts, although it was those real stars & nebulae that motivated me to go exploring in the first place. As far as I'm concerned what we travel around in the game is the real galaxy![]()
Oh, definitely.
The way I search for Interesting Things(tm) wouldn't work in a game that didn't try its darndist to simulate the real galaxy. The Stellar Forge constantly astounds me about how many things make sense. I'm still half convinced that we can deduce what elements are present on the surface of some planets by the color of their minerals, not that we need to do that anymore.
That being said, I do like how information is presented in the FSS. By my count, there's at least twelve different sources of useful information present on the FSS, which can tell you quite a bit about a particular gravity well (aka the blue blob) without resolving a single body. I know it's not everybody's cup of tea, but FSS makes me feel like I'm discovering things, rather than having things discovered for me.
minigame is still minigame, those who like wanna play it a few 1000 times more
The FSS does a fine job of presenting information on the individual body selected, but it doesn't allow me to get an overview of the system. So far the only useful piece of info I've found I need the FSS for it whether or not there is life on it, which the sysmap doesn't show until after I've mapped the body and am about to go & land on itI couldn't really say whether the sysmap contains information the FSS does not, but it's ability to rapidly compare bodies is unmatched, I can quickly establish which is the smallest moon in the system, or the coldest or whatever.
But in order to compare I need that sysmap to be fully populated and with the current system I can't move on until it's done. On the bright side I'm earning a stack of money and finding all the things but I'm probably going to be sticking to explored space for a while. Glad I got out there when I did.
^^^ This
I generally avoid the system map in general, especially for navigation, relying on the Nav Panel instead. Selecting bodies in FSS is also something I do, especially with terraforming candidates.
The system map definitely needs some QOL love and attention. It probably works great in 2D with a mouse, but it’s downright painful to use with HOTAS in VR IMO.
I have to agree that what you describe would be awesome, and actually would be more to my liking than the FSS. If they added something like that as an optional module, I'd install it, especially if "discovery resources" were limited. It would be something I could save for larger, more complex systems.
What you describe also isn't a completely automated process, which is what the ADS was when it came to system exploration. It requires player input to get information about a system, which was missing pre 3.3.
I'm genuinely shocked, in a good way, getting this comment from a FSS lover.
Correct. What I'm describing I believe would satisfy all explorer play styles. There's far more player choice - a continuous spectrum of discovery resource setups where the explorer sets their own discovery priorities. Those that like the old ADS reveal could set their resources/algorithms to prioritise spatial and topological analysis. For each system the explorer can dynamically set their priorities to override their already-chosen presets, and ofc the FSS can still be used to manually augment (and hasten) the reveals. The FSS would be great when seeing a system that has some sort of "strangeness" - a mystery to be uncovered quickly.
The explorer can do as little or as much "work" during each system discovery reveal as they like. They can choose to let their analysis computers do it automatically, but the more they invest in the process, the quicker (and more rewarding) they get their data of interest.
This is why I'm frustrated. Not because they took away the ADS, but because they chose to replace it with a bolt-on minigame rather than actually making exploration an integral part of the game.
So... in what way would you have solved it? And, in what way do you feel that the new exploration is not integral with the current game?
EDIT: It seems to tie very well with finding places to do mining as well as allowing you to find Signal Sources that might contain materials for Engineering. What is it that you are missing from it?
That's the whole idea of the FSS. You discover that overview yourself instead of a 5 second press of a button. To me discovering that overview myself is much more preferable and engaging.
So... in what way would you have solved it? And, in what way do you feel that the new exploration is not integral with the current game?
EDIT: It seems to tie very well with finding places to do mining as well as allowing you to find Signal Sources that might contain materials for Engineering. What is it that you are missing from it?