The only time I have lost an SRV when exploring was when, for a while, we had infinite SRVs during DWE1 and I consciously participated in games like "whack-a-rat".
See you are discribing is a bug. You can participate in Whack-a-rat near a station so you can buy a new SRV when you run out. Note Distance you can jump in DW1 vs DW2 is huge. DW1 30Ly and now players has 70 to 80 LY jump range plus the Neutron stars to enhance the range. Which means stations are pretty close even if you are 65k
I was just pointing out that damage is applied inconsistently, and sometimes extremely, especially when in a large multiplayer instance. It's entirely possible to go from 95% hull to 5% hull and then *boom* from hitting a single rock or not landing 100% squarely after a jump. Events which -normally- would lose you maybe 10% of hull.
Let talk about My ATV and such again. I could have jump off the cliff expect to land on all 4 tires but I would not be here or would not be able to play Elite Dangerous. But my life is worth living and I am not that dumb. It the same thing with SRV or your ship. If you respectful of your vehicles. You will only need one. It quite all right to have 2 or 4 SRV if you are prone to accidents. We have Vehicle hangers now that support 2 or 4 SRV.
While I do have a preference -for- being able to synth SRVs, simply because it opens up the game for fun activities such as "whack-a-rat", I don't really care if things stay they way they are either AS LONG AS SLF's are treated the same way. I do agree that some risk while exploring would be good.
But for me, consistency is the holy grail.
Let see what it can open. Longer jump range because you don't need Class 4 or Class 6 Planetary Vehicle Hanger 2 or 4 SRV. You can hold the Class 2 Planetary Vehicle hanger. They just have to resynthesis it. That seems way to easy. Exploration should be about risk not oh I can just make a new one.
Ok, I could probably have been clearer; I was meaning, I don't particularly mind -which- option is chosen (take some amount of fully-assembled vehicles; take some number of vehicle components and magically assemble-in-situ; take a magical vehicle manufactory and refill it with Materials) as long as that option is applied to -both- SRV and SLF bays. I did express a preference for the latter as it opens up certain gameplay options on long expeditions, but I'm quite ok with the current SRV mechanics as well. The sim-fan in me would prefer either of the first two but that would then preclude magical synthing a lot of other stuff too.
You have to look at the two locations. SLF in combat zones or Pirates in the bubble. We could understand why they would want to have extra SLF. With exploration. We are not playing whack-a-rat with our SRV we talking about exploration and having limited resources with 1 or up to 4 SRV and the player being careful. If you want to play Whack-a-Rat do it near a station.
What I'm not ok with is that SLF and SRV are treated differently. You -could- head-cannon that the bigger SRV bays don't carry multiple SRV's either, but just 1 SRV and components for more which are assembled when required, but then where's my option of a single ultra-lightweight SLF bay?
I think the current setup fine. We can have up to 4 SRV Which also add weight to the ship which means a shorter jump range.
-If- synth would be a thing, I'd go with:
- very large amount(s) of mineable Materials (enough to force players to prospect every 1-2 SRV's lost)
- some amount of manufactured Materials (limiting the total number of synthable SRVs out in the Black)
Basically you want people to be somewhat careful with their SRV's (not just committing suicide every time they can't be bothered to return to their ship) while still allowing people to restock, at least a few times, without flying 20,000LY.
Well When you are in DW1 your jump range was short what 20 to 30 LY. My ship right now has 76 LY jump range so Between Colonia and Bubble and Neutron stars I can get to the nearest station in a 200 or so jumps. My old Exploer Anaconda had only 17 LY jump range. It travel 6,000 systems with out losing a SRV and yes I did use it.
Agreed, +1.
I don't want it to be mindlessly cheap, just simply an option. I'm thinking more in terms of smaller ships on long-term exploration voyages, to have a way to mitigate potential loss of the SRV.
Now we get the Truth. You want a small ship that can synthesise a new SRV over and over and over again. See Small ship with one SRV. That part of the risk and reward of losing an SRV that part of the fun. Not the oh well feature to play recklessly I can just synthesis a new one again.
Personally, I've never lost an SRV while exploring, and I fly larger ships with spares now anyway. But part of what makes me consider this to be an important addition, is that I'm still maintaining some hope that we will get alternate SRV designs in addition to the Scarab, which in itself will make the larger hangars more interesting, and less about carrying spares.
A better idea is to have Different types SRV than synthesising SRV Over and over again. In a small explorer ship that can only support 1 SRV.