I personally find that a game which spoon-feeds you all the info or is automatic almost is bad game design. I much prefer the treat you like an adult, have consequences and hidden features that may take years to uncover or never be found, that's what makes it interesting. I am a bit bored of the finish in a week type games and theres plenty of those.
In your version we should have expected a 'Listen to me' sign attached to the UAs in the first place or similar.
So, funny you mention that since:
Didn't stick at first, if you read on people had "already ruled out" morse, so
with the help of a few others I eventually got more solid proof, but I digress. As a result of that one tip-off which has
never been presented in the game, you now have a host of people listening closely to literally everything in the game still.
I think it's pretty extreme to try and infer anything beyond a scenario resulting in no discoveries at a particular thing as "spoon feeding" all the info straight-up. A basic game design flow is:
- Teach your players the basic mechanics
- Introduce structured scenarios which allow you to use those mechanics in increasingly complex ways
- Introduce the concept of unstructured activity, using those mechanics, and perhaps others from a different pathway you may not have encountered, pushing you to start fresh with a new set of mechanics.
Running contrary to those established mechanics is outright bad design, and this is where FD screwed the pooch hard on pre-FSS exploration. The mechanic to find interesting things on the surface feature before then was to go into low orbit, look for blue circles, land, follow the SRV signals and then pinpoint them.
How did you discover Guardian Ruins or Thargoid Structures/Barnacles? Ignore that and just eyeball random locations hoping for the best. That's trash-bin mechanics. Which leads neatly to.
Not saying there is, not saying there isn't. Saying I don't know and I don't believe you can either.
If there's something in clusters, then FD need to put
serious reconsideration into their game mechanics. But I trust FD to be a mature and robust development company who for the most part develop sane mechanics, and that's what I put my trust in to suggest there won't be anything in asteroid clusters anywhere.
Like you said, you much prefer to be treated like an adult. That includes not being treated like some monkey with infinite time to pore over every inch of 400 billion star systems because the game doesn't follow it's own rules, in my books.