A Theory of Exploration

I realized something today that has been bugging me ever since I joined Elite Dangerous. In truth it nagged at me before I began to sign up for the game. I nagged friends about it. I rarely got any clear answer.


I'll break this down:

Topic:
What is Exploration meant to be in Elite Dangerous: From the Developers' Point of View?
- It really isn't clear

Let's look at what we have to do it with:
- ADS
- DSS

Really. That's it.



There is absolutely nothing else to do with Exploration existing in Elite Dangerous. The entirety of Elite Dangerous' Exploration Content beyond this point is player made.



Let's look at that for awhile:
1. Players have come up with the idea of going Exploring.
2. Players have set the goals as to what is to be done, found, or sought from Exploring.
3. Players have decided what ships to use for Exploring.

Pros of this situation:
1. Players came up with it entirely on their own organically.

Cons:
1. If there was anything to find many feel we would have found it by now.
2. Con 1 is often shot down by the argument that we are searching for a needle in a stack of needles without a clue what needle we are looking for. This forms the basis for Con 2: we don't have the equipment necessary to do Exploration.
3. Con 3 spawns from heated and contentious discussion around Con 2. All of these discussions shrink down to a few basic problems.

3a ) FULLY-Equipped Exploration Ship needs to meet ALL current demands of an Explorer.

Requirements:
1. Fuel Scoop
2. Shields
3. Cargo Space
4. Collector Limpet Controller
5. ADS
6. DSS
7. Planetary Vehicle Hangar
8. AMFU because Neutron Stars
9. AMFU for AMFU
10. (Vanity w/utility) Fighter Bay
11. (Vanity w/utility) High Jump Range
12. (Vanity w/utility) Multi-crew available

Right... So... That's 10 Modules.
12 total requirements.

How many ships out there meet this requirement?
What was that?
No, that ship you just mentioned. Say it again.
Anaconda, you say?

Anaconda.

Anaconda, Anaconda, Anaconda...Anaconda.


Summary:
1. Exploration demands more modules than ships have module space in all circumstances save one: the Anaconda.
2. Exploration is greatly enhanced by having
a. High Jump Range
b. Fighter Bays to get down into tight spots
c. Multi-crew because the chances you're going to see another person besides yourself otherwise over the next 3 months is ZERO.


3b ) "Choices" for Exploration are extremely limited
1. You really want to bring a ADS and DSS along.
- 2 module spaces
2. Can't do this Exploration thing without a Fuel Scoop
- 3 module spaces
3. You probably want an SRV so as to gain the benefits from Horizon at the cost of 2 Ly because FDev.
- 4 module spaces
4. You probably want to bring shields because you're going to have to land to deploy the SRV
- 5 modules.

And now you have eliminated all of the module space most ships in the game have.

You've still got 6 more to go.
...and so you have arrived upon your only choice. The Anaconda.

Because after this point you're already looking at ships who will struggle to make it to 40 Ly Jumps.
Because after this point you're already realizing the AspX can't even do the job.

Summary:
Because of the lack of consideration for Exploration Development explorers are in a bind. This is enough of a bind that it comes up practically every time someone gets ready to go out exploring. What do I sacrifice?
- This isn't the sort of question like... Do I sacrifice Thrusters from A to D or Module from 4 to 1? Oh no... You're going to choose between bringing something critical like the SRV or a Mining Laser.

This just demonstrates that Exploration has gone past the point of no return. There is more to do in the game than we have ships that can use it. And frankly, people are sick to death of it.



3d) Holo-display quits working at 2.0 to 1.5 Km. About 2.0km to 1.5km above where... when you put your nose in the dust... you can start seeing rocks. Seeing as currently all of the surfaces in the game are beige now this is really putting some strain on the eyes. Especially when mountains decide they're going to turn into vaguely lumpy hills as you get closer. This really makes finding anything at all on a planetary surface luck.

Summary:
Planetary surfaces morph and change depending on elevation.
Planetary shadows morph and change depending on elevation.
Scanners near to the planets surface require changing from the SHIP's scanner to the SRV's scanner which... as already discussed... we might not have brought one along because you didn't give us the option.

3e) Lack of module choices impacts Multiplayer decisions and coordination.

Summary & Explanation:
Because players have to sacrifice something like the SRV to bring cargo AND a refuel limpet you (FDev) are cutting into... not how... but IF people decide to bring them in the first place. This in turn means people disband entire expedition ideas simply because who wants to give up the functionality of an SRV to be sure at least one person in the group brought rescue options.

Also, the lack of module options for MANY ships means we aren't using the neutron stars because we have to give up TWO of typically FIVE modules to do it.

In short, people are throwing their hands up in the air at this point. "Which critical functionality do you want to give up for the next ump-teen months??"

1. Give up a second seat? "Option: Throw your friend out the window"
2. Give up an SRV for Mining Laser: "Option: Throw our the only scanner you have that does anything useful."
3. Give up two modules for AMFU: "Option: a bigger ship at the cost of extended your expedition's time period from weeks to months."


3f ) The Beluga Liner was a chance for FDev to find some redemption in the eyes of Explorers by giving some other option... any other option... than the Anaconda for that end-all-be-all exploration ship. We got something more like a slap-dash-train-wreck from Kerbal Space Program. By all evidence the Panther Clipper is doomed to be that much worse.

And this is before we even get out of the dock.

SO... alright. At this point Explorers are a bit disgusted with FDev.
By "a bit" I'd rank the disgust somewhere in the bilges and at this point drilling holes in the hull because when people ask, "What do you think of Elite?" We answer, "It has the potential to be something amazing..., but what were you saying again about Star Citizen? 100 hand crafted worlds? That's great. Elite has replaced all development with RNG at the moment. It is getting hard to get people to log in. And anyway, after you've found the 1000th Nav beacon 40,000 Ly + from anywhere you get the idea... more RNG spawning things that shouldn't be out that far." And that really... summarizes most of what is there to do.

Summary:
Inadequate module space to meet the demands of the exploration related content.
Inadequate utility modules to preform system and/or planetary scans.
Inadequate ship options for very long duration exploration... Anaconda or Broke.
Strong option by the Exploration Community there isn't anything to find and there wasn't anything to find.


4. A Matter of Opinion:

There's always a horde of someone's ready to jump in here and say this is just a matter of opinion.

I'm going to contest that right here and now.

ADS
DSS
Holo-display that stops working just for the excuse of making you use the SRV you might have had to sacrifice for other utilities.
- a general lack of care at all about all these problems building up since before even Horizons released.

We have the ADS which can summarize as a scanner telling us quantity of large objects in a system their location.
We have the DSS which can summarize as completely useless except in the rare cases where you're only objective is know for certain a PLANET ...SOMEWHERE ...has Geysers.

With the Holo-display being an excuse to get you to use the SRV EVERYTHING ELSE ABOUT EXPLORATION COMES DOWN TO YOUR EYE-BALLS.

Good look... 400 billion star systems and god knows how many trillions of planets, moons, and whatever... and then some mystery crap we can't detect at all unless we chance to fly by it and happen to look at our Contact List which is located off to the side in another window that you wouldn't reasonably be looking at 99% of the time any way in deep space. Nor would you know to look if you had will to always be trying to look. And then we have even more mysteries with what's going on with logarithmic vs. linear scans in a window directly opposite the contact window.



Summary:
1. Exploration couldn't be more convoluted and backwardly designed if keybindings randomly rearranged themselves.
2. Exploration vs. Discovery are currently divorced from one another by design
3. ADS and DSS were pretty clearly intended to just help people expand the immediate bubble while the game focuses on Combat development. Seriously, I think the only conclusion to come to after some 2200 hours played (most of it exploring) is that exploration was never imagined to have become as popular as it is. Consequently WE have done the development for exploration... and we're out of ways to do anything more with the tools on hand. Game over.



I'm writing this because people's cynicism with the tools available for exploration is reaching a point where the excuses we have afforded FDev have run out. Why did multicrew release with a ship that has only one seat? It makes zero sense. Why can't we go to an Engineer and add a seat? It makes no sense. Why can't a co-pilot in an explorer ship even use to ADS or pivot the DSS so they have something.. anything... anything at all to do besides sit there? Why are we stuck with the canopy-on-top Anaconda when we need to SEE with a eyes; mostly because that's all we've got that works anyway. Answer... We the players made exploration into what it is. We got far outside the boundary of the game's content and because that much that is done was so well made we are just now realizing it.

So ya, it's a matter of opinion HOW YOU RESPOND TO THIS... but it isn't a matter of opinion that it is true.

Also, understand this cynicism people have doesn't seem to be anger. Anger was last summer. it isn't even a crisis of faith. That was somewhere last fall. This is just contempt at the idle silence regarding the situation. There's hope that FDev will do something ENJOYABLE for exploration without making us do Engineering for another zillith time to get to gaming again. But here's the danger of the situation as I see it... and why I'm posting this in the discussion area...

If we're responsible for running off into the black hoping to find things with nothing more than the ADS and DSS... and then chasing the carrot still further down the road with Horizons... do you still want Exploration? Does anyone care? Because more and more people I talk with are so disgusted by it that the see it as broken beyond all recovery. They go out to see the skybox now. The expectation the design of exploration actually supports discovery is dead. And in that death was a death in faith of FDev ever giving us explorers something to do besides play with RNG endlessly.

If you enjoy exploration you might want to take awhile to get into some sort of constructive discussion about what Exploration needs and what it is because as it is stands it is like vaporware and the phantom of a story of content no one has actually seen yet. What does discovery mean, for example? How much of exploration should be left up to RNG dumping some random nav beacon or corpse of SRV ahead of us for the gazillionth time? What about the community aspect? Distant Worlds, Small Worlds, etc. Is Exploration sufficient as merely the discovery of a new reason pressing F12 or should there be some sort of actual gameplay involved? Anything at all besides F12 and RNG?
 
...

I should probably add somewhere that there is also a knotted up bit of considerations going on with "which ship" to "make an explorer" (player's making content again) that is split by:

1. Does the ship support multi-crew
2. Does the ship have enough jump range
3. Does the ship have enough module space


And these are all sort of macro-factors that as far as I can tell no one has worked out how to economize with anything above. They're a kind of floating category of conflicts.

Why a Floating Catagory of Conflicts?

A. Because the chance you are going to find anything is 1/14,000,000,000,000,000 or so.
B. Because of Issue A, Issues 1, 2, and 3 are your backups for entertainment.
C. No one is quite sure which one matters the most to them when starting some new expedition.
D. Issue 2 allows you to get out there after and back faster... making the let down of Issue A less pressing.
E. Issue 1 really helps get people INTO Exploration. Most people who fly with me in multicrew I never meet again, but since I'm usually way out on the edge of the galaxy they get excited and build a Explorer themselves. I try not to talk about the stuff I am here too much because... well... they'll hear it enough on discord.
F. Issue 3 needs no explanation. This is voiced by novices and veteran explorers alike. Also by people who don't do exploration point it out as the primary reason. "What are you doing expecting to find? How? How do these modules possibly help you narrow anything down?!" And on... And they don't.

So... I don't know if Exploration was ever meant to be a genuine sort of gameplay content, but at this point the community is coming around to, "Possibly not." If not... it might be good to do something about the way exploration functions so that it has some tie in to the story people can appreciate.

Example:

Find hints of alien fleets out there rather than nav beacons and srvs. Seriously, how many bloody people are there 60,000 ly from the Bubble that I have to find an SRV or crash site every few weeks? It just isn't likely.
How about if we find brain trees or fungus our scanners can learn to identify that?
How about like Metroid Prime our scanners can detect for flora and fauna or shift into the infrared, xray, etc?
How about letting us have a wave scanner on the ship so we can at least wonder upon what it is the excuse for holodisplay was trying to get us into the srv for?

Really... at this point... anything that actually has some sort of utility would be great.

For now... back to using my eyeballs and brain thing. Seriously, I get more out of back of the napkin math from this game than I do from the equipment we have.
 

verminstar

Banned
Question...why does a fully equipped exploration ship have to have cargo racks? Or collector limpet thingmejiggies? None of my exploration ships had either of those...ever. No need...they dont serve a purpose and add weight ^

And Ive never owned an annie and probably never will ^
 
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Exploration is quite neglected, there is really nothing to do w/ it other than jump and scan.

The only way to break it up is to land and jump in your SRV and look for POI's and mats. Way out in the black there are scant POI's to find.

There are beautiful sights but even they start to look alike after a few hundred system scans.

There are those that have acquired a taste for exploration and spend most of their time out in the black, however, for me, it's a side light as it may be for many others.

A recent change was made to payouts to help sweeten the task but that is not what is needed. What is needed is to make exploration fun.

Currently, only the accomplishment of personal goals, not "official" game goals, are driving explorers. Certainly reaching elite is desired, but other that the title and access to Founder's World, there is little recognition.

I'm 42% past Pioneer and I can say unequivocally that once I have reached elite exploration, I will not explore unless there is a valid reason to do so, currently there are none.

We await developments.
 
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A few more thoughts while I'm getting this off my chest...

Just real quick (said nicely because honestly I'm venting here):
Cargo... We don't know. We just don't know.

explanation ~ of what we need to bring for what situation? Right now everything is equally important because enough of our equipment that has any utility is scattered across 11 or so different things which largely don't. When do we need the SRV? For gameplay reasons? When we are going to do something with combat involving it or to pick up rocks. When do we NOT need the SRV? When the holo-display craps out because FDev at 2.0km from the surface as an excuse to make us use the SRV.

And for god's sake... seriously. The SRV couldn't find purchase on flat ground made of the duct-tape (sticky side up). I found something amazing on some rocky world about 40,000 Ly from Jacques. No idea what it was. A silvery something in a canyon that showed up as a single glittery blip in the holo-display. I flew the ship right down to it. It looked like a mineral deposit but perfectly smooth. Could I get out and look at it though? No.. Why? FDev. A) Because I had multicrew on and couldn't get out in an SRV or send the co-pilot out because probably having him fly the ship would be very hard to code / swap through servers / whatever. B) Because I couldn't get down in the valley after he left because the SRV wasn't going out of there if it taken in.

Thus we come around to... "Oh fighter bay, how I long for you."
So? Was this a discovery? It's the only time I've ever seen the holo-display show something like that. It could have been anything. In the end. I don't know. I had no means of finding out. And the SRV is the worst thing possible for an Explorer. At least Star Citizen though, "Hey, I bet people will want hover bikes in future if they already have anti-gravity. P.S. This is an excuse for us not to have to build in ways for them to reach areas we didn't imagine access for that might be important." +1 Star Citizen.
Instead, we're bounding around in 1970s technology seriously leaning to the idea after playing this game if anyone realllly did go to moon. Because SRV? Treadless tire overweight nonsense. Also, it's the size of a cottage. Why??

Press 1
This is where you are to be looking after hitting E ...1,2 to find Generation Ships. Why the heck is something as important as information like that tucked away in a spot that ...especially in deep space you aren't going to be looking.
Press 4
Linear and Logarithmic Scans are way the heck over here as a ticker option on/off
Window 1 and 4 are 180 degrees away from each other... and we don't know what 4 does.
Why isn't all of this in the heads up display immediately ahead of us... you know... where we are flying??


Cargo... again because if you're doing anything with UAs, UPs, and Meta-Alloys (as that still might be a thing) and then Cargo because Limpets Require Cargo. Especially this is the case if you're using Neutron Stars to take the big ships around the galaxy faster or to places they wouldn't otherwise reach.



About the ADS:

We should NOT ever see this thing become non-infinite in range. Too many people would quit the game if that stopped working. It is the only piece of equipment we have that actually has the utilities of a sensor. "Hey, sensor? Find me all the large bodies in this system." ...Scanner: "I have found all large bodies in this system."

It does NOT find ships or comets. So... it is more or less just a starter point. But it does just exactly what you want a scanner to do.


About the DSS:

It takes up a second Module Space because FDev and is only situationally useful. Thanks to some immersionists it is also what tells us what the planet looks like out our window on a 3D map. Whatever, I guess. I tend to treat this claim that making the 3D map come from DSS to be "immersion" was really a desperate insane cry for, "Development... please, please, any development please!" And so we got to see what was out our window in 3D. Quality right there. Quality.

But ya... player demand.
Put it to a vote! Don't email anyone this vote is taking place though. That way we will all turn out great.



ADS and DSS should be stuffed into a single module along with some other tools that actually find... I don't know... Do we have any sort of anything at all to find yet? The scanners can't find the brain trees. And your eyeballs can't trust what you are looking at to be what it is. If there a range between useless and dubious that is this promised land of functionality or just the planet where Idiocracy was filmed?





It goes back to last summer. Everyone's scrambling around Merope 5c looking for POI, surface details, blah blah... and some really great things were happening. People had networked, logged, cataloged all kinds of things into a vision of what we knew about the UPs, UAs, the range in Ly of where they appeared. General average of where they were to be found against quantities found per planet and system. All of that was great. A real meta-level coordination of players that had all that goes into exploration as well as what Canonn does. I'd call Canonn all science, but they're a wizards sometimes.
But that wonderful moment is married with stupidity or oversight. Like, right now I'm sitting here scanning wakes. Scanning, scanning, wakes waiting for RNG to let me have access to more RNG so I can RNG may way to ...RNG. It's great. And the tool to do all of this? Wake Scanner. All I have to do is hold down Right Mouse Button. All it has to do is scan. But if I so much as turn my head the thing quits.

Again. WHAT DO MY EYEBALLS HAVE TO DO WITH A SCANNER!!!

So okay... in Elite Dangerous we are Spock perpetually staring into a blue flashlight box. "I am sorry, Jim. My retinas have melted out of my head because if I don't stare at exactly THIS spot I don't know what the ship's sensors are telling me." Jim, in his classical kind snarky voice. "Spock. Just look out the window."
 
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Facts:

Yes, if you want to take unnecessary clutter, you need an Anaconda.

No, if you don't want to take unnecessary clutter, you don't need an anaconda.

Posted from a couple of KLY from the western galactic rim. In an Asp Explorer. With not much in the way of clutter...
 
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Sorry, OP. I really tried to read all of this, but I just couldn't. Some of what you say is true. And I know they still need to do alot of work with exploring. But, the idea that you need an Annie to explore, I just don't get. I explore with a Cobra and a Python and still enjoy it very much. To each his own I guess.
 
IMHO the build you've set a a minimum requirement, that's a multi-purpose expedition ship, not an explorer. AFMU's are optional, I never bring them myself. Collector limpets? Don't see the need for them, even if you did plan on using mining lasers for finding jumponium, those few units can easily be collected with the scoop. Furthermore, I'd never bring a mining laser as a backup plan. It's a bad, bad backup plan as a lazy cover for poor planning. It takes an hour or so to get the materials you need on one or two planets. It can take forever to find something useful in an asteroid belt. Even shields are very optional. It's not like a ship will explode just because you dent the hull a bit while landing. :D
An optimised exploration ship needs 4 internal slots. Scoop, two scanners and an SRV. The rest are in my opinion multi-purpose ship add-ons.
I'd like to see a new kind of jump drive one day. One for slow but extremely long jumps. I'd also like to see an option for a mobile dry dock. Let us set up one of those abandoned expedition bases they've found in that Formaldehyde Drift story line. :) A dry dock to tweak the ship and repair things. Maybe even craft modules for temporary needs.
 
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Behold - the fully equipped non-Anaconda Explorer ship: https://coriolis.edcd.io/outfit/dol...==.Aw1/kA==..EweloBhBGA2GAsICmBDA5gG2SGF9A===

So, let me break this down:

Cargo Rack - Even out in the farthest reaches of the void, USS still spawn, and you'll near always find a Data Cache. Large ones command prices in the 100k credit range. The Alien Ruins nearly require cargo storage for relics, unless you want to hunt and hunt and hunt for the ones you need. They can also be sold for a nice little bonus. We ultimately have no idea what else may be found Out There, so a little cargo space certainly doesn't hurt.

Fuel Scoop - Because you just can't explore very far without one.

ADS and DSS - Because without these, you're not going to gather any cartographic data worth the time.

Vehicle Hanger/Scarab - because sometimes you want to go down to a planet, other times you need to.

AFMU - Because things do get damaged some times.

Mining Lasers - Because Materials can be shot out of roids and gathered, and sometimes you just need a material - especially for things like synthesizing a reload for your AFMU

Shields/Shield Booster - Because sometimes landings don't go as planned.

But What About the AFMU to fix the AFMU? Don't break your AFMU, really.

You also can't repair a power plant with any number of AFMU's, so think of this in the same manner and don't break it.

Point Defense - Because there's nothing more obnoxious than that very first pirate waiting to welcome you back to the bubble. Why make his life any easier?

---

Now, with that on the table, I'll go so far as to say here are an Exploration Life Improvements I'd love to see:

Hull Repair via SRV - A "Hull Repair Kit" inventory item that works in a manner comparable to the AFMU - it's "Durability" is depleted as repairs are made, until it's gone. These could be synthesized from materials on our ships, with each Grade allowing for more comprehensive repairs. A slow, tedious process, but rewarding in its own right.
 
Your 10 internal slots theory is bonkers. I've done a lot of exploration and never needed 10, never found any cargo to pick up (edit: well, I came across some cargo but that stuff is useless) and while I sometimes have afmu with me I never actually used one. I am now out with my not 10 slots courier since 6 months and still not even close to needing to use the afmu I have with me. Everything is above 96%.
 
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OP, I agree with most of what you've proposed. Rep++

It is INSANE that a general-purpose ship like the Anaconda is a better ship for exploring, than a dedicated explorer ship like the AspX. Recently I submitted a suggestion for an Asp Explorer Mk II, which solves some of these issues. I'll quote it here:

Imo, the Asp Explorer should have a larger jump-range than the Anaconda, which is supposed to be a general-purpose ship. I'd like an Asp Explorer Mk II, with a larger FSD, larger fuel tank, and replace 1 of the size 2 cargo slots with 3 size 1 slots. There's absolutely no reason to not have some size 1 slots on an explorer ship, when all the scanning modules (and docking computer) only need a size 1 slot. Keep the iconic shape and the bubble cockpit canopy; just make the ship a bit larger to hold the larger modules. It should still be a "medium" size ship. Why the larger FSD? Basically, I would like to be able to skip through all the "found" stars near the bubble and get to interesting areas more quickly.

Also, I'd like to see the "computer rack" idea implemented (as described elsewhere in the Suggestions).

That would free up a size 2 and a size 3 cargo slot, which would make the Asp Mk II a reasonable alternative to the Anaconda.

Personally, I don't need the limpet controller and I don't care too much about cargo racks. Shields are a must, since you must exit and return to the bubble, generally through some anarchy systems. Why a docking computer? Because after spending months out exploring, I don't want to worry about docking, I just want to get home.
 
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Repped the OP for presenting a good argument, although I take issue with a couple of points.

The main one is jump range. Yes there is a pervading desire among the community to maximise this, but it isn't essential. You can explore in any ship, some will just get you where you want to go and back home more quickly.

I feel there is a focus on highest jump range, rather than simply a useful jump range. Anything over 35ly is great, and several ships can do this now. That the Conda goes furthest is a red herring IMO.

I certainly agree on the scanner stuff, and to a lesser degree the equipment requirements.
 
FD basically ballsed up exploration by not implementing the original vision, which was based on hyperspace route finding.

After all, many real life exploration legends were actually route finding.
Not least: Magellan, Colombus, Lewis & Clark
 
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I feel there is a focus on highest jump range, rather than simply a useful jump range. Anything over 35ly is great, and several ships can do this now.

There are 2 reasons that a high jump range is useful to an explorer:

  1. Getting in and out of the bubble and the surrounding 1-2K border, which has already been explored. This is just unnecessary tedium when exploring.
  2. Exploring the outer reaches of the galaxy, where the star are far apart. Even FSD crafting isn't enough to reach certain areas.
 
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@OP
Indeed, exploration is lacking a lot.

When I started playing this game, I soon found out that I detested exploring.

But that has changed for me.
Now it's probably the thing I enjoy the most.

But it is less than bare boned.
It has even been dumbed down with that hopeless blue POI circle, among other things.

I really hope this is going to change - before I die of... What ever. [yesnod]
 
There are 2 reasons that a high jump range is useful to an explorer:

  1. Getting in and out of the bubble and the surrounding 1-2K border, which has already been explored. This is just unnecessary tedium when exploring.
  2. Exploring the outer reaches of the galaxy, where the star are far apart. Even FSD crafting isn't enough to reach certain areas.

You are right of course, a high jump range certainly is a nice thing to have, and once you arrive at your chosen region you can make shorter jumps. But none of your post requires having the best jump range, only an acceptable one for what you want to do & where you want to go. There will always be a best loadout for a particular activity, imo it may as well be an expensive one. The AspX has considerably better supercruise handling than a Conda, that's an important factor in long distance travel too.
 
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