A Theory of Exploration

As someone who originally got Elite for its exploration aspect, I agree. After 2 1/2yrs. it is still a place-holder mechanic, that has never been looked at after release by a developer. This is so disheartening.

For the module requirements:
Dedicated exploration vessels (AspX, DBX, maybe even the Adder) should have exclusive Scanner slots (like the military or passenger slots on other ships). Or have scanners in the utilities slots and not in the module slots. Or allow two 1size modules in a 2size slot.
 
As someone who originally got Elite for its exploration aspect, I agree. After 2 1/2yrs. it is still a place-holder mechanic, that has never been looked at after release by a developer. This is so disheartening.

Very true. Now that Frontier has claimed that the focus after 2.4 will be on updating core mechanics of the game, let's hope that exploration finally gets developed into something worthy of a realistic simulation of the entire Milky Way galaxy. They have a chance to create something entirely unique in gaming here, something never done before, they only need take advantage of this incredible opportunity they've given themselves.
 
A new surface vehicle would be pretty nice, I do like the Scarab but something more like the Hammerhead as in Mass Effect 2 would be nice, because the most annoying thing is driving the Scarab and hitting some tiny rock in the middle of nowhere that takes about 30% of the hull integrity upon contact or if you want to go fast on a low g planet and that thing just starts to spin like its trying to win a drift contest.


A man from 2017
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(It would take about a thousand to do in a day but still 2017 vs 3303.)

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SO... alright. At this point Explorers are a bit disgusted with FDev.

No. *You* are a bit disgusted.

We have the ADS which can summarize as a scanner telling us quantity of large objects in a system their location.

Would you rather go back to triangulation and watching if dots in the sky are moving slightly?

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.

You seem to have forgotten about materials and synthesis. And more credits.

Nor would you know to look if you had will to always be trying to look.

Yeah, that's why it's called a *mystery*. It wouldn't be a mystery if you did know how to look.

... but it isn't a matter of opinion that it is true.

That's only true for you. Because this wall of text of yours is *your* opinion and yours alone.

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.

Take it easy. It's just that simple.
 
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.

There's no material that you can get in an asteroid belt/ring that you can't in a planetary surface, I see no use for a mining laser.
 
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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:



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.

Wasn't the Asp Mk II a military vessel?
 
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...

Yes, I need an Anaconda.

Because I want to fly a space ship, not a glass bubble. ;)

Posted from the Abyssal Plane (Between The Four Musses and Thueche Brahe Nebula) some 60,000 Ly from Sol.


Fly/land safe.

Cmdr Steyla
 
I fly an Asp to explore. It has space for everything I need to explore with.

- Fuel scoop.
- Discovery scanner.
- Surface scanner.
- Docking computer, because I can't dock at the best of times and certainly couldn't dock if I've been out in the black for a month or two.
- Two AMFUs. I need them, because I go AFK a lot while hyperspacing and sometimes my "hit the brakes" command doesn't register, despite pressing the key three or four times. I'm always smashing into stars. I also make regular use of neutron boosts.
- Shields. Because my ship will likely have zero integrity and significant hull damage by the time I land somewhere. One shield-less bump and my ship would crack open like a rotten egg.

Things I don't need:
- Offensive weapons. Defensive (chaff, point defence, etc) in the utility slots are fine and good, but my hardpoints are empty to save on weight. Not even one mining laser.
- Fighters. Seem kinda pointless to me. But then, I've never owned a ship capable of fitting a fighter bay.
- An SRV. I've driven around enough to collect enough whatever I need for repairs, jumponium etc before I left. I have a Cobra III I keep as an in-Bubble dropship for this purpose, it carries an SRV bay and not much else. Seriously, what's down on landable planets that I'd want to risk damaging my ship by going down there, when I'm weeks away from the nearest repair base? Sure, if I could land on ELWs I discover and take biosamples back to the lab for analysis, I'd want to try that. But airless rocks interest me not.
- Cargo space. Seriously, I am not going to waste precious jump range picking up nearly-worthless cargo to lug around with me all the time I'm out there, especially illegal cargo like survey data caches. I'll happily do that sort of thing while I'm on patrol in the Bubble, not while I'm out in the middle of nowhere. Going out there to find cargo to bring back isn't "exploration", it's "deep-space salvage retrieval". Two different missions, two different ship configurations.
- Limpet controllers of any kind. No cargo space for limpets, remember? If there were repair limpets I could use to repair my ship, maybe I'd make space for them. And if we could synthesise replacement limpets, again, some potential usability. But there aren't, and we can't.

I will agree with the OP on this (and I assume this was one of his points, though I didn't actually see it explicitly stated): we do need a more Exploration-minded ship. One with three or four Class 1 slots would be nice, for example, as well as room for giant engines and a giant fuel scoop; give it a paper-thin hull and few/no weapons hardpoints, so it doesn't become yet another multirole. Some people have been lobbying for the re-introduction of the "Imperial Explorer"...
 
As someone who originally got Elite for its exploration aspect, I agree. After 2 1/2yrs. it is still a place-holder mechanic, that has never been looked at after release by a developer. This is so disheartening.

For the module requirements:
Dedicated exploration vessels (AspX, DBX, maybe even the Adder) should have exclusive Scanner slots (like the military or passenger slots on other ships). Or have scanners in the utilities slots and not in the module slots. Or allow two 1size modules in a 2size slot.
All ships should have a scanner slot.
A scanner and computer slot, we can upgrade to what ever we need.
 
Because I have a few more cans to kick down this road I'm posting some more...

Because a lot of the cans don't go together well nor have any sort of order to them let me clarify a bit.



11 modules is a sum. It isn't the end all be all. It is the pan-ultimate explorer if someone has a lot of money and wants to "have it all". You know people will do it so having that hook out there with some bait on it isn't a bad idea for a game designer to have. When the only thing out there to look forward to is one ship people get ...less than amicable. I think we can all admit people have reached a cut-off point where the "hope" that "this next" update "is going to have 'it'" has gone way past due.


Look at the problem like this. The stuff I'm posting is like a pile of puzzle pieces. Most of these are things we've variously come up with as "our thing". They aren't "yours" and they aren't "mine". Rather, they've come together to be called "exploration". Some of them have utility and some are more like the niche for this or that type of explorer. I'll go over this again in more detail as I go on, but essentially Riverside is tacking it down. And some of other criticism of my post are pointing out still other tacks to be held stable.
For an easy go-to example: Jump Range.

I REALLY like the Type-9. It is a real chore to take that out on the rim, however. Gotta land, RNG the surface for every sort of rock and hump for FSD boost and then the hours spent doing it... not worth it. Absolutely not worth it. HOWEVER... take the Type-9 towards the center of the galaxy? Suddenly you're at an advantage. You've got all these modules.

Where extra modules come into play:
Multiplayer. If you have a Type 9, Corvette, or Cutter out along side some other ships you can be producing limpets which you can then cast off to your friends who then try to reach things they might otherwise avoid. And that's right there in the wiki as to what the Fuel Limpet is for. It's how we ended up with Fuel Rats.
- This is one of those areas of the game where it feels like FDev got too many balls juggling. It isn't that they don't know what to do with them all... it's rather that they forgot what the sequence of the juggling act IS.
- Big Ships mean a lot of modules and in the case of the Type 9 a wide view. This sort of thing functions great for long term surveys of deep space. It absolutely doesn't work much at all right now, however, because we just keep getting more things to use up modules for and Exploration has seen a credit update. That's it... for years.
So ya, at this point Exploration is a mess. We are just slap-dashing it.

And this is the highlighter for the problem we're in. WE DON'T KNOW WHAT WE NEED.

It wouldn't be nearly so bad a problem if we could just plan. Then you can offset one ship build by having a second pilot with still another one. And usually that works out best anyway. The more variety of players you have with you the more possibility their seeming eccentricity in loadout turns out to have a real and unrealized practicality. This is the greatness that is Exploration currently as well. We have all this organic and creative potential being realized. I ran into someone with a 35 Ly Cutter just the other day. They still had 7D thrusters (G5 Engineering DD) and some other great rolls. So, here's a Cutter just putting my Adder to shame. It's stuff like that that makes me sit back and say, "Wow, now if only we had any confidence we weren't missing things."

Now we're getting to the part of why I'm writing more here.

Missing things.

A lot of what we see in the Bubble, Maia, and the whole Alien Ruins / Crash Sites has strong consistencies related to its general mystery. Consequently the absence of any obvious utility from our sensors isn't very distressing. Alien ruins want to cluster around -19.5 degrees parallel with the planets' equators and crash sites are doing the same. The range of UPs to UAs found is within xyz of the Bubble and blahblah. So, okay, great. We can forgive the fact our sensors are worthless because we can ...use our eyes again and brain-thing to generally come up with some reasonable parameters to fix boundaries to our search efforts. Wonderful. Real science and not terribly hard at that.

But when we're out further than than the Bubble and about 1000 Ly around it... then having a "clue" becomes an issue.


Frankly, we don't.

Want to find brain-trees? How about fungus? Anything else? Do you honestly imagine you're going to do that with the sensors?
No.

It is not even remotely likely the data you have from your sensors is cluing you in to anything. Now, if you have a degree in astronomy, some exposure to xenobiology, and some strong understanding of chemistry... then ya. Probably you'll have a fair idea of what's "odd" from the age of brown dwarfs, their orbit, position, or some moon's 1% of mineral-M, etc.

But for the average person? ...nope.

And again, this is without discussing (which I will do again) the issues our scanners are 180 degrees from functional. Found a POI? Scanner turns off as you decent towards it. After 80,000 Ly you get the point. The novelty of the SRV is gone. The thrill of dumping the thing full speed against a mountain from high orbit ... that's there... but no option for that. And so on. At least then you could theoretically dig the wave scanner off the cliff face with the cargo scoop and call it good. That's what Engineering amounts to anyways. Won't be any different if we try it ourselves.
There's the evidence from Generation Ships now that we've probably never been able to trust the ADS. That's just depressing. I mean, here we are flying all over the place without the slightest clue we should have been checking our Contacts Tab while flying around empty space. It isn't just that this probably didn't occur to people, it is that the visual is off to the side and not even going to clue you in with a ping. Nothing. If you weren't looking? That's some insane number of hours you didn't have a clue you just flew right by who knows what. That instills a kind of quiet rage because it ties in with more acute questions: What do we NEED?

Do I bring the SRV? Why? It weights me down and having taken an Adder across the galaxy I'm well aware you CAN do those stupid long treks out between the arms with just 32 Ly of Jump Range. No AMFUs, No Heat Sinks. Just a general plodding along. So... Jump Range becomes a bit of diminishing return item. 28 Ly is sufficient to do most things not Rim related. 32 Ly means you CAN do most things out on the Rim if you brought an SRV or AMFU for the Neutron Stars... take your pick with some situational limitations. You're still going to be facing things like 99 jumps to move 100 Ly forward, but where did you plan to head besides there that you have GOT to get to RIGHT NOW? Right... so ...who cares. It's up to the tolerances of the pilot at that point. 40 Ly is optimal. Especially post-Horizons. You're going to be able to just about anywhere you would reasonably want to go and most unreasonable places with that, too. 51 and beyond is just easy street. You're also starting to pass into the range of high module count ships minus the DBX (because it is a mutant freak now).


Here's one solid thing that ties all of what I'm talking about into a sort of cluster of potentially limited subjects.
~ Exploration is a confrontation with the Unknown.
- consequently you want to have as many "options" pitted against "challenges" as you are aware exist.


Because of the accursed RNGineers this takes some excessive planning. And I mean excessive.
- Idealy about 400 + cruising speed is wanted for planetary surveys though.
- Especially this is the case if you're looking for Geysers.

Let's use this as a launching point for going on into thinking about this.

"Okay, you are going to search for Geysers."
What kind of ship do you bring?

Issues to consider:
1. Canopy - because you need to see (sensors being unlikely to spot them before your eyes do). That's if you aren't blind by now from the perpetually beige moons anyway.
2. Thrusters
a. for the weight of your ship
b. for speed because chances are good you're going to be at this... for days... and days... and days... Anything that can eliminate the canyon in hours water than a week is REALLY WORTH THE TIME.
c. but these cut into your Jump Range
d. cutting into your Jump Range is going to add WEEKS to your overall survey (planetary or otherwise)

Right... so already we've got three Engineering Issues:
- Weight
- Speed
- Jump-Range

How many Engineers and Engineering Recipes are you going to have to do to get any ONE of these modules ready to go?
- Factor that into your Survey Time

It took me about two weeks to unlock Palin and then another week to collect materials. And this is with help from a friend stepping in who had things on hand to help me. I'm still not done.
- So that's TWO WEEKS of playing RNG with the whole of the game just to get back out to what I want to be doing.
- Eventually this leads to a psychological deficit and adds to that contempt generated against FDev as discussed above.
RNGineers acts as a barrier to entry for the game rather than a part of the game. Especially where reply value starts to come into effect because once you've done one RNGineered Ship you realize the whole game was required to be played once through. At that point motivation to go on and play more has serious diminishing returns.
- For the sake of the game I don't see this going anywhere positive. People are going to figure out the whole game is RNG before you can even get one ship up to capacity for one task.

How many times over do you want to work on this?
- Let's say you're done. You have dumped three weeks into making that "ultimate explorer" just the way you want... except now suddenly Small Worlds is heading out. You just upgraded an AspX.
So you're back with RNGi doing it all over again.
- And that's when contempt turns into real disdain.
How many times are you going to go through the RNGi-process before you can't talk yourself into even entering some other kind of content? And this all lingers in the back of your mind while you're making what is now less an "ultimate" explorer and more like a second life. Like someone who spends all day painting battleships or something.

By the time you're done with Engineering you're two or three weeks into this ship. And you're trying to do a two or three month trip if you're really going out in the black.
- Did you plan for ALL of it?

Maybe you have all the stuff you want to bring for yourself... but maybe not? Let's say this game really is a multiplayer experience. It seems to be. We have all these expeditions going off each year. This would rather indicate we ought to have some ships capable of playing long-term support roles. In that case having a few ships with the module space enough for an SRV AND Fuel Limpet Controller + the necessary Cargo rack is a make or break. If the Devs are going to support players wanting to play a support role while making SRVs a gimmick necessary to interact with POI and get materials for synthesis then it is one or the other. SRV... or Fuel Limpet Controller + Cargo rack.
And as a consequence of that you're snuffing out a lot of the smaller ships. I don't really see how that is good for the game either. Why should new players, who theoretically benefit the most from playing support roles in an expedition, be the most limited in access to basic modules that really gain them nothing for themselves? It isn't like having a fuel limpet control dumped over to a utility slot is game-breaking or something. It just means younger players are going to have more ways to get involved with larger groups than hanging around in a ship with a bunch of other players more experienced feeling useless and clueless. And this is really hitting into the wider issue of games not supporting multiplayer and community all that much. It's like we have lost the capacity to enjoy or appreciate the presence of other people to such an extent we go out of our way to concoct structures that make their inclusion (or even potential development) just punishing. Cynically I just see this as the result of Oxford. Social Engineer full bore.

But whatever, this is the state of things.

We have the ADS... which basically says, "This stuff is in the system and located here."
We have the DSS... which is useful for:
a) material hunting
b) a really adept Phd (maybe... sometimes) and if they're thinking: Easy example - Star's Age reads 2 years old. Good cause to stop and scan everything.
c) satisfied the panicked sense for many impressionists this was the one and only chance to see an update to exploration so they were definitely getting that DSS to have the Surface Map. Sure, great. Made total sense right up until they forgot to say... and the DSS can scan a planet at -700 Ls or closer. Because as it stands... it's really quite pointless. We already know what the planet is five different ways without having to even do more than open system map. Even if they were all blacked out you'd start to sort it out after while just by their volume. So, seriously to FDev, thanks for the novelty, but this was one of those "don't listen to the vocal minority" moment. Particularly because if you're going to have a vote on something have it be accessible where we log in. Not stuffed somewhere down in the forums.
Holo-Display: HUD as it works on near a planet's surface... I guess it is good for landing? It has that going for it. It found fungus for me once. That was different. Too bad it couldn't do anything different to show "fungus" vs. "high energy output". Honestly? What does it do? Is it sensing for heat? If yes give me FLIR and Night Vision for the dark side of things. Or how about a black light? Then I might just have something to go on besides beige play-dough surface and burning-my-eyes-out-white/yellow. I can't tell. Why is the POI for fungus the same as the POI for Geysers? I'd imagine Geysers being rather entirely different in their heat signature than fungus. How about escape pods? Should that be... I don't know? A loud pleading sound from my ship? Isn't that kind of the point? "Help! I'm going to die!" BEEEEP. But no, just some silent coffin out there in the black. And you know what? We leave them there because... no cargo space.

And on and on.

So, what do we NEED when we're out there?

What ARE the critical things?

What tells us that we shouldn't be desperately picking up all the escape pods we can because those will trigger some advance in the Jacques' story or some other event?

What tells us we should only fly above a planet's surface instead of setting down with the SRV because hidden away in the wave scanner are special, yet undiscovered, event triggers?

Blah blah.

And again... what is Logarithmic vs. Linear for?


Here's a separate way to look at this:
Let's say there was a giant-all-purpose "can do everything" ship.

Who would want it? These are usually bad ideas. People get them and then complain the game is over. Nothing more to do or find.

So there's this balance between, "meets the needs of the game's content", while simultaneously not "removing all the diversity of bringing so many different kinds of exploration ships out there". Having completely no clue what we should be bringing has added a real wonder to the game and sense of personal space or personal expression to our gaming. The dignity of the individual isn't vitiated in how things are currently.

If person wants to go out in a Hauler to Jacques there is ZERO sense that they've done anything at all "wrong" nor that they are "wasting their time".

It's a bit eccentric, but that's not to say it is "wrong". As for "wasting their time"? By what reckoning. Beyond what the ADS and DSS tell us there's absolutely nothing "out there" to be found those things are necessarily inadequate for. Not when we're talking about such limited module space. Such a ship is more like ...I don't know what to call it? Let's say, "A Challenger". Something people do because they're after a challenge or out to prove a point. To FDev, themselves, who knows. And that's great. There should be enough variety of ships in the game for that kind of thing. There seems to be.

But this post is about practical tools to do something. And on that we're somewhat idle. We have the ADS. We have the DDS. What we don't have is a purpose. A clue. And we can't trust them.


It is trust that's really in short supply now.

We can't trust we haven't missed things. And a lot of pilots are coming to not trust FDev. And this isn't me bashing FDev. It's just that generation ships come out the same time that the Formidine Rift mega ship is found. All with voice logs. I'm completely willing to believe this was content just waiting to be triggered. Really, because I'd do that. I'm that kind of person who is content to go on puzzling over something without a satisfying conclusion. A lot of life is that way as well. A lot of research in real life is never completed. It goes somewhere, dead-ends, or you are too stuck in a groove to see what's obvious. All of the above happen and are probably happening. But a lot of people are here to be gaming.

And right now the "game" aspect is starting to fall through. RNGi spans the whole swath of what is Engineering. First time through? Who cares. But after your second or third ship? Suddenly this is turning you off from getting involved with more content. Just as an example... I'm back in the Bubble because I wanted to pick up a DBX and ship it to Jacques. I also realllly wanted a Cobra. Got the Cobra. Then I started to take a look at the DBX... Could - not - make - myself - by - it. The thought of doing all that RNG again to get one stupid upgrade for a ship I'm only going to have out there in case I want to reach a friend ASAP... no. Absolutely not.
So then I thought... "Well, I DO have all these materials. And this Jump Range roll for the Cobra is taking forever. And I still have Thrusters to do. ...I'll splurge. I'll buy a Corvette and prod at that while I work my way along this Cobr... and so a few hours later I had sold the Corvette, my Type-9, and swore off anything to do with RNGineers once I'm done with this Cobra. I'm done with them. Finished and any game related content that comes from them that isn't for the ships already have? FORGET IT!!

It's no fun to supposedly be "playing" a game when everything ends with dice roll and a hard reset back to the beginning again.

Skill, competence, patience... sell yourself to the mill however you please, but eventually there is this terminal spiral that sets in. The "game"... what there is of it... wears you out. The passion you had to go get that new ship RNGineers murders with the slogging brutality of dogged repeat ability. And the opposite end of it there's no clue whatsoever as to how we should be interacting with our utilities for exploration to maximize the probability for a meaningful discovery.


And we haven't gone far off course.

"We need a clue as to how we should be interacting with our utilities for exploration to maximize the probability for a meaningful discovery."

Breaking that down:
Utilities
Probability of Goal Oriented Outcomes being Successful relative to Current Game Content
Meaningful Discovery

This last should probable be entangled somehow between the macro-strata of the galactic setting and the micro-strata of the current story narrative.

Macro-strata would be ...I don't know... clues. Hints of a larger picture. Universal Cartographics missions with no timer, but rather a set of parameters. "We would like you to scan for systems possessing large bodies with eccentric orbits xyz in size whose orbital period is N to N1." Then when you DO randomly (because it will be random) actually come upon such a system your systems will tone to such a relevant discovery. Why the heck these are important? Who knows! You don't need to know either. All that matters is that your aware as a gamer you have done something that contributes to the winder scope of the game's unfolding narrative. And these might be truly rare finds, but that you should find them... woo. Maybe it is a gas giant with just the ring mix of chemistry. Who cares. It is all a way to tell the GAMER they've connected with the game.
Micro-strata stuff would probably be patch dependent. Upgrades to our scanners as ... say... someone finds fungus. For god sake in real life if someone found fungus in space tomorrow every nerd and their inbred cousins would be hammering together a scanner capable of producing more than one POI image for Geysers, Radio Signals, and Fungus. And by the end of the night half the exporers in the galaxy would be fiddling with their own sensors to rig something capable of 'maybe' ...kind of... doing the same.

Why not let large ships be capable of carrying a Repairing Boon? A bit square thing which can latch onto other player's ships and repair them right out there in deep space. Heck, there could even be a credit transfer for it. And other or both could share synthesis materials... even if only just for the process itself.

Why can't we share micro-commodities? Seriously. Is this a multiplayer game or isn't it?

How about continuous sampling for our sensors? We can just park in a system and begin to eat the radiant photon information coming off from all the local data. Produce a mini game and have us just pick at it for analysis. The results could be an RNG success-rate with increasing amounts of time stacking into the rerolls? If we get really lucky we could find something seriously awesome by picking at the data and isolating factors, or just sit there RNGing it at the cost of drastically increasing the time before we can try to RNG the outcome again. The idea being that we're taking samples of pretty weak information, but which is coming to us continuously. Over time that builds up into a profile of... maybe just noise... or maybe real information that could lead to something. The trick would be to do... do it by hand and possibly end up with a Tabby's Star scenario... or... let the ship do it (RNG). Maybe it rolls good... but probably it is pre-programmed to a bias. The calculus wasn't good enough... it starts rounding off decimals too early... too many decimals... whatever: all of that is static (a computer) is subject to bias. When exploring that's the difference between finding something and missing something entirely.
But here's the real selling point... people would know there's more to exploration than flying your ship around in a skybox full of little orbs just exactly like all the other little orbs which then have to be individually explored... with your eyes. It'd make exploration a lot less like the most eccentric hopeless task imaginable. It'd give people a sense there's a game to it and even if they're not a PhD they can still work with the tools FROM THE GAME... to CONNECT to things IN THE GAME.

...yep. Tired now. Done writing for a bit.
 
I fly an Asp to explore. It has space for everything I need to explore with.

- Fuel scoop.
- Discovery scanner.
- Surface scanner.
- Docking computer, because I can't dock at the best of times and certainly couldn't dock if I've been out in the black for a month or two.
- Two AMFUs. I need them, because I go AFK a lot while hyperspacing and sometimes my "hit the brakes" command doesn't register, despite pressing the key three or four times. I'm always smashing into stars. I also make regular use of neutron boosts.
- Shields. Because my ship will likely have zero integrity and significant hull damage by the time I land somewhere. One shield-less bump and my ship would crack open like a rotten egg.

Things I don't need:
- Offensive weapons. Defensive (chaff, point defence, etc) in the utility slots are fine and good, but my hardpoints are empty to save on weight. Not even one mining laser.
- Fighters. Seem kinda pointless to me. But then, I've never owned a ship capable of fitting a fighter bay.
- An SRV. I've driven around enough to collect enough whatever I need for repairs, jumponium etc before I left. I have a Cobra III I keep as an in-Bubble dropship for this purpose, it carries an SRV bay and not much else. Seriously, what's down on landable planets that I'd want to risk damaging my ship by going down there, when I'm weeks away from the nearest repair base? Sure, if I could land on ELWs I discover and take biosamples back to the lab for analysis, I'd want to try that. But airless rocks interest me not.
- Cargo space. Seriously, I am not going to waste precious jump range picking up nearly-worthless cargo to lug around with me all the time I'm out there, especially illegal cargo like survey data caches. I'll happily do that sort of thing while I'm on patrol in the Bubble, not while I'm out in the middle of nowhere. Going out there to find cargo to bring back isn't "exploration", it's "deep-space salvage retrieval". Two different missions, two different ship configurations.
- Limpet controllers of any kind. No cargo space for limpets, remember? If there were repair limpets I could use to repair my ship, maybe I'd make space for them. And if we could synthesise replacement limpets, again, some potential usability. But there aren't, and we can't.

I will agree with the OP on this (and I assume this was one of his points, though I didn't actually see it explicitly stated): we do need a more Exploration-minded ship. One with three or four Class 1 slots would be nice, for example, as well as room for giant engines and a giant fuel scoop; give it a paper-thin hull and few/no weapons hardpoints, so it doesn't become yet another multirole. Some people have been lobbying for the re-introduction of the "Imperial Explorer"...

I bring what you bring but I do bring the SRV, I like to gather the materials on my way in whatever trip I'm in, it relaxes you from jumping a lot.
 
OP said:
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.
Actually the Deep Surface Scanner implementation disgusts me, it's a 'Frack it, that'll do! Pub time...' attitude. Pays a bit more and gives you a list of ore percentages. Where's the heat / geological / terrain overlays?, POIs mapped onto the surface for planetary exploration in the SRV? I'm not a programmer or games designer but this time I don't care, that's insultingly bad and if I were, but couldn't do it properly I wouldn't do it at all.
I love ED, just bought the new Imp. Clipper paint job, but seriously, some of the things fdev do are just flabberghastingly illogical. And some of the things they don't do - like the missing in action and won't talk about orrery*, seriously, that's some amazing missing gameplay right there!!! tell at a glance which planets might be in the Goldilocks zone, which planet to deep scan (lol) next (for those of us not astrophysicists / quantum mathematicians).

I mean, here we are flying all over the place without the slightest clue we should have been checking our Contacts Tab while flying around empty space. It isn't just that this probably didn't occur to people, it is that the visual is off to the side and not even going to clue you in with a ping.
Over a thousand hours and TIL!

Why can't we share micro-commodities? Seriously. Is this a multiplayer game or isn't it?
Seriously wish I could REP you more


We never had Elite Exploration.
At best, we have Elite Sightseeing.
QFT.

* Personal Pet Peeve!

EDIT: Elite Dangerous: Designed by programmers for programmers - well, some of us more right brained players need more graphical representation of game information, not dry text dumps. /rant
 
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And yet OP, explorers go out time and again into the black, sometimes for months at a time. There is something there, calling us, the call of the unknown. The slimmest chance of finding something different, something amazingly rare.

Sure, we explorers would love more content, but there again, all areas could do with more content. We know it, FD know it, and FD are working on it. Its all just a matter of time and priorities. What you want right now would conflict with what others want right now. Just chill, things will come.

In the meantime, explorers will explore, and if you want to get involved, Silly Ships 2 leaves this evening, for the end of the Orion Spur.

https://forums.frontier.co.uk/showt...y-Ships-2-So-Long-and-Thanks-for-all-the-Fish
 
And yet OP, explorers go out time and again into the black, sometimes for months at a time. There is something there, calling us, the call of the unknown. The slimmest chance of finding something different, something amazingly rare.

Sure, we explorers would love more content, but there again, all areas could do with more content. We know it, FD know it, and FD are working on it. Its all just a matter of time and priorities. What you want right now would conflict with what others want right now. Just chill, things will come.

In the meantime, explorers will explore, and if you want to get involved, Silly Ships 2 leaves this evening, for the end of the Orion Spur.

https://forums.frontier.co.uk/showt...y-Ships-2-So-Long-and-Thanks-for-all-the-Fish

Yep. While I can see the point of the OP and also believe Exploration could show a tad more functionality, I still enjoyed my one outing and will definitely go out again. For me the pleasure was not mysterious at all.
It's the only true ironman mode in the game. I went out for about one week, on a short trip that had me turn back after 9 thousand light years. I saw some pretty places and now my name is on a bunch of stars, moons and planets, which is nice, but more a bonus to the trip itself.

I enjoyed seeing the effects of the choices I made before I set out and how those compared to my expectations. I enjoyed watching the paintjob erode the farther I went and I enjoyed camping in faraway places when I'd log off for the night. It was a mix of relaxation and the understanding that the risk came with the permanence of any damage I incurred the farther out I went. I enjoyed the fact that if worse came to worst, I'd loose all that data (which turned out to be around 60 million worth). I'll definitely be doing it again a few more times and in different ships. I think I'll be taking my dolphin next to wherever the farthest place is I can get passengers to go. My first trip was in an Orca. It is a spectacular ship but not great for landing.
 
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Jumprange really isn't essential. Back in the days we would run shieldless anacondas to get up to that magical 40LY jumprange, but once you're above that it's diminishing returns really. 40LY is all you need and plenty of ships can reach that with a little bit of engineering.
 
Jumprange really isn't essential. Back in the days we would run shieldless anacondas to get up to that magical 40LY jumprange, but once you're above that it's diminishing returns really. 40LY is all you need and plenty of ships can reach that with a little bit of engineering.

I had great times in a pre engineering Type 7 (with all her internals) and never had issues getting places

 

verminstar

Banned
Interesting thread so far apart from a few little points.

The whole mining laser thing...afaik the materials gathered in mining dont go above medium grade common stuff. I only guess because 8in all my time, Ive never even used a mining laser...everything Ive ever needed and more I get with the SRV, so thats less modules fer something that does a far better job. If polonium is indeed available from the asteroids, then by all means, but all yer doing is taking more modules to do the same thing an SRV does.

High jump ranges...none of my ships have any engineering whatsoever and unless their rng nature changes, never will. I admit there may well be a few places I cant get to even with a 100% synth boost, but these places are right out on the rim. So long as ye take plenty of jumponium, ye really wont ever feel the need to mod yer fsd at all. All it does is allow ye to travel faster...cool fer tourists but nothing more than a luxury item and certainly not an essential piece of kit.

Dual afmu...I suppose there is an argument fer bringing two, but I have no idea what it is. I did when I first went out and even had the logical reason fer it at the time...nowadays, I bring one and very very rarely use it at all. Cool fer using neutron boosts, but even then, I would still only bring one and go fer months before I felt the need for them.

The wrecks and stuff...I aint never seen one after about 18klys and whatever cargo ye find is worth so little thats its hard to justify the weight increase. A massively wasted opportunity imo...this could have been so different and have an actual point...currently they dont.

I agree that exploration is sorely lacking but more module choices is not the answer. Just about any ship can be used if ye think a little more outside the box...Im halway to colonia in an unengineered keelback...and its not the first time Ive been up this way either...far from it. Actually a very nice little ship once ye get used to the high heat when scooping and its got cheap access to slf...which is actually the initial reason why I started using it. Ill go back and bring the aspx out later because I cant afford the transfer costs...so with me being poor, the anaconda is nothing more than a fantasy fer me.

I dont think any of these limitations have hampered me in any shape or form...I sure as hell dont feel the need to change and am bored with it because of beigification.
 
Nope, sorry OP, I disagree. All you really need for any deep space exploration ship is a 40ly jump range and 6 internal compartments, not 10 (Shields, AFMU, Fuel Scoop, PVH, ADS and DSS). I actually gave up exploration for a long time after horizons (version 2.0) because at the time I was using an Anaconda and managed to stuff it into a high G planet. The though of going out another 10k or so with it's painful SC manoeuvrability and run the risk of another incident like that fills me with dread. These days I stick with Dolphins, Orcas and DBXs unless I'm going shorter distances where even a FAS or Adder without an AMFU will do the job nicely.
 
Is one answer to the slots problem remove the size/slot restriction?

If you have a ship with 5 slots totalling 22 "spaces" then you are restricted to modules totalling 22 spaces.

Ahh...forget that, it's an open invite to player abuse and unkillable ships.

Whatever Fdev come up with, I guarantee some player will find an abuse, and it will be the PvP players that exploit it.

:D
 
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