Bizarre exploration prices, bug?

HIP 99606 1 B - Small rocky moon, 225 km, 0.0000 earth masses (it's really like 0.00004 or something), value: -179 cr. Yes, the system turn-in value went DOWN after scanning this object.

Ah, damnit. I saw this the other night but haven't had a chance to play since then and get more data. I just finished a trip out worth 2.6m. I'm wondering how much I lost through scanning moons.

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I can confirm they are different - but the text descriptions in the system view are mislabeled.
Edit: so when you scan a High Metal Content planet the text will say "Metal rich worlds are . . . " and vice versa (note the descriptions are correct just the opening is wrong). Metal rich worlds are often 100% metal.

Not just the metal planets. Class 2 and Class 4 gas giants use the Class 3 text panel too.
 
You can get up to ~40 LY by downgrading some of your equipment to a lower Class. For Exploration this is actually feasible.
Ah yeah I had another go and got it up to above 40Ly by minimizing all sorts of crazy stuff (while maintaining power supply). Good stuff that this is possible to tweak :)
 
Exploration for credits needs a serious overhaul in my opinion...
At the very minimum, the rewards should be 10x (yes I said 10x) what they are now - just to keep up with Bounty Hunting (which at very maximum is far less per hour than even trading in a lowly Type-6). Some would say that the journey is the most rewarding part of exploration, which can be true for many people. However, as an actual profession it is seriously lacking. Now it may be the case that the current values are correct without including the 'yet-to-be-implemented' Level 2 and Level 3 scans that you can see in your Exploration Credits summary. However as it stands, we should be seeing far greater numbers than we do now. People who journey to the center of the galaxy and make it home alive should be heavily rewarded credit-wise for their efforts. As it stands right now many of them are just barely able make to a million or two with hundreds of systems scanned, which at the moment can take hours to turn in. Bulk Turn-in (similar to turning in Bounty Hunting credits per faction) is definitely needed as well.

One alternative that no-one seems to suggest is that instead of increasing the exploration income, the income of other professions should perhaps be reduced. Maybe exploration is actually the more appropriate rate of income and other roles are paying more than they should? Maybe the answer is actually somewhere in the middle - increase exploration a bit and reduce the trading significantly?
 
Some thoughts on the matter:

- Negative payout / fine for scanning an object? Seriously? This better be a bug, and it better be fixed fast...
- Basic payouts in general could use an increase. It's depressing how little exploration career path pays right now.
- I always fully explore every system I come across (including all asteroids and useless ice/rocky planets). Because I like to be thorough and because doing anything less does not feel like true "exploration" to me. Maybe I'm biased because of that, but I think fully scanning a system (getting all its local objects) should be rewarded extra. If you consider how much time and dedication this approach takes, isn't it only fair?
- Mineable asteroid belts (especially metal-rich) should pay something for scanning them. There are extraction economy systems with nothing in them except a metal-rich asteroid belt and a nearby station. If it's worthwhile to invest into setting up a station there because of this one object, surely that means such objects are supposed to be valuable when exploring other systems? Same goes for planets with mineable rings - they should pay extra.
- I keep seeing these comments on the forum suggesting exploration payouts depend on how many people scanned the same system beforehand. What are they based on, exactly? I haven't seen much in my experience to back this up - systems I scanned in the core next to high-population Federation and Empire worlds netted me similar amount to those I scanned in the uninhabited regions. Is there a dev diary post on exploration or something which explains how the payouts should work?

One alternative that no-one seems to suggest is that instead of increasing the exploration income, the income of other professions should perhaps be reduced. Maybe exploration is actually the more appropriate rate of income and other roles are paying more than they should? Maybe the answer is actually somewhere in the middle - increase exploration a bit and reduce the trading significantly?
As an explorer, I wouldn't want that. Trading is supposed to bring in most income (it's always been this way in Elite series), that's not the problem here. Nerfing the trade income would also mess with the balance of the game:
- Trading in ships with smaller cargo holds (Cobra and below) would become a horrible grind.
- Prices of the larger ships would become astronomical and would have to be reduced/rebalanced. More headache we don't need.
- Hauling cargo seems like the least exciting occupation so it should pay extra to make it worthwhile.
 
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