So, this isn't meant in a critical way, but you're honestly drastically underestimating what was involved in Exploration prior to 3.3.
While "Used to be honk and then fly out to anything interesting so you can scan it." may be what some used to do, there was a lot more for others.
Finding those things that are revealed by the FSS and probes was incredibly difficult before. Some things would show as a tiny dot on the POI scanner. Other things wouldn't be detectable at all. Even when it was known things were there it was difficult, but consider what would be involved in just finding out that there is something to find in a system if it doesn't show in any scanner whatsoever.
Finding things could involve:
- Sheer luck
- Establishing criteria and likely locations (all done out-of-game)
- Full planet surface searches looking for things on the POI scanner
- Full MkI eyeball planet surface searches looking for things on which don't show up on scanners
- Drastic graphics settings adjustments to aid in the above
- Glide searching for things that show up on the POI scanner (with what's always appeared to be variable results depending on GPU performance)
- Increased Orbital Cruise drop times in a region with major assets.
- Location triangulation and skybox matching
- Out-of-game co-ordination and knowledge sharing for all the above
- etc.
And I'm only really covering the Surface Fixed POI side of things there.
So yeah, in the case of Exploration, overall, things have become much much simpler, easier and less complex in 3.3.
Fair comment but, as is starting to become a pattern in this thread, people's defences of the new features only reinforce my core argument: we're getting existing activities re-worked rather than getting
new activities.
To address my criticims of exploration, specifically, I absolutely understand
why the new system is better - and I agree that it's better - but I
really don't like the way those activities are represented in-game.
The FSS, itself, is garbage and it's absurd to think that the same technology that allows us to identify a
ship a thousand Ls away, can provide us with the type of ship, it's orientation, it's tactical state, it's name and even the name and rank of it's
pilot but
can't manage to resolve an entire planet into anything more coherent than a squiggle which you have to manually locate and zoom in on to identify?
The fact that these squiggles are in different places on the scanner, and always the same place for specific types of planet, means the scanner
does know what sort of planet the squiggle represents so why the hell can't it actually
identify them rather than just leaving them
as a squiggle?
The answer, of course, is "gameplay".
Which is where my criticism comes in again.
The whole procedure is, basically, just "busy work".
People complained that it was unrealistic to think you'd be able to just arrive in a system, send out some kind of energy pulse and get information about every planet in the system.
So now, instead, you can arrive in a system, park, honk, and
manually establish exactly the same information you could previously obtain automatically - using technology that is obviously capable of providing us with this information automatically but chooses not to for reasons.
They've taken something which, in the ED universe,
could quite easily be an automated process and turned it into a long-winded manual one in order to make it seem more elaborate.
The DSS isn't
quite as bad.
At least you get to
see planets, even if it's with a cheesy overlay, but that's still better than looking at the FSS UI.
So you launch a bunch of probes, complete the surface map and then you get a bunch of surface POIs.
Yay!
In a nutshell, it seems like the same improvements could have been provided simply by leaving the ADS as it was but setting it up so that honking also detected USSs & anomalies and then changing the operation of the DSS so that it identified surface POIs.
Everything else about it is simply "padding".