Not quite. When I'm exploring, I'm looking for three things: discovery gameplay, interesting worlds to land on, and interesting systems to fly through... in that order.
Discovery gameplay for me means a) an active process; and b) I'm the one doing the discovering. That's why I don't enjoy automated systems that do the discovering for me, and why pre-explored systems are jump through territory for me. Neither generates that feeling of discovery that I seek, which is the difference between exploration being a dull interesting grind to me, or exploration invoking feelings of wonder, surprise... and occasionally disappointment when I misread the signs.
Interesting worlds to land on are tricky to clarify. Since there isn't a lot to exploration gameplay on the surface of planets, let alone a wide variety of things to discover outside the Human, Thargoid, and Guardian space, that pretty much means looking for visually striking worlds to land on. Furthermore, I would've preferred some "fly over the surface to map it" mechanism, which would reveal POIs when you got in a certain range while in orbital cruise. The probes are fine, but I think Frontier could've added some badly needed "living off the land" exploration gameplay by making them limited, and then providing an alternative method for finding POIs. Still, the current probe mechanics are a huge improvement over the pre-3.3 "throttle down outside of visual range and wait" mechanic.
Interesting systems to fly through are easy: they're the complex ones, with lots of gas giants, moons, and binary+ worlds. Mass creates terrain in Supercruise, and its terrain that makes systems interesting to fly through. They also require the least effort to identify: a large number of bodies + many signals at the gas giant end of the spectrum = a system worth sticking around for.
In my experience, systems have up to three bands of worlds, each with their own characteristics relevant to my exploration goals:
The first is what I refer to as "inner" system worlds: worlds with high metallic content that may be within a star's habitable zone. In my experience, these worlds have a :
- Very low chance of being interesting to land on.
- Moderate chance of being interesting to fly by
- Moderate chance of being valuable
Most of these worlds aren't even landable at all!!! These are the worlds I prefer to discover via parallax and flyby, while I'm on my way to the most interesting world within the most interesting band of the system, the "outer" system gas giants. I've found that gas giants have a:
- Moderate chance of having interesting moons to land on
- High chance of being interesting to fly through
- Low chance of having valuable moons
This is where FSS analysis comes in. The way the FSS is designed, I can tune into the middle of the very wide Gas Giant band, and learn about the gas giants in a system with, at most, a single pan, and no further tuning, and no zooming. Binary+ gas giants, gas giants with moons, and lone gas giants can be identified during this single pan, and I'll stop the pan the moment I see binary+ gas giants and just make my way out there.
If there are no gas giants in a system, and no life bearing worlds, I can still do a single pan of the system while tuning the scanner to
just below the HMC band. This tunes out the icy world noise on the screen, letting me more easily identify if there are any binary+ HMCs in the system, because binary+ worlds are at least fun to fly by, and can be visually interesting if you can land on them.
The last band of worlds in a system are the Kuiper belt objects: generally small, tiny balls of ice. This is the least interesting band within a system, which is why I play the "minigame" to clean them up. These worlds have a:
- Low chance of being interesting to land on
- Low chance of being interesting to fly by
- No chance of being valuable
Now I'm sure you're saying to yourself, "But Darkfyre! I thought you don't care about credits! Why do you care if they're valuable or not?" And you're right, I don't. But there's a difference between not caring about credits, and not being willing to pick up something worth millions of credits when you're literally
right there. Plus trying to find the right approach that is fast enough not to be captured by a world that isn't worth probing, while slow enough to get captured by it should it prove to be worth probing,
without the aid of navigation data, is what can potentially make "inner" worlds so interesting to fly by.
This is also why I'd prefer having the information about a body I have targeted accessible in the cockpit. Having to slowly pan over to a world in the system map, in VR no less, is torture when I want to make a snap decision on whether to perform a capture maneuver or not. Life bearing worlds are easy to identify. Terraforming candidates or landable worlds with active geology... not so much.