#docking free exploration

docking free exploration
Let me take a 5 year mission to boldly go free of stations
No group required but multi crews increases sanity
Deliver. This new ability without material scavenger hunt but by missionand exploration rank
Ok an engineer can be involved but just to give idiosyncratic non repetitive missions.no more mats, so 3302

#boldly go and go
 
Longest I've gone without docking was just over a year. Could have gone longer, but a year was enough to get one of the worst exploration ships around the galaxy at quite a slow pace and it got me over 650MCr in exploration data.

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If you want to do it just do it, no need for a mission to restrict you that far into the future.
 
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docking free exploration
Let me take a 5 year mission to boldly go free of stations
No group required but multi crews increases sanity
Deliver. This new ability without material scavenger hunt but by missionand exploration rank
Ok an engineer can be involved but just to give idiosyncratic non repetitive missions.no more mats, so 3302

#boldly go and go

The squad carrier will hopefully fulfil all our requirements in regards to being station free but maybe not docking free. Explore away as far and as long as you want, but yes it may need more gameplay to go along with it!
 

Goose4291

Banned
docking free exploration
Let me take a 5 year mission to boldly go free of stations
No group required but multi crews increases sanity
Deliver. This new ability without material scavenger hunt but by missionand exploration rank
Ok an engineer can be involved but just to give idiosyncratic non repetitive missions.no more mats, so 3302

#boldly go and go

With all the various bits and bobs we have now (AMFUs, Repair Limpets, Fuel Scoops and synthesis), isn't this possible already?
 
Obviously others have done so. So that’s good.
I was looking for a sizeable, dedicated explorer ship or a series of module mods dedicated to exploration.
Ideas:
Dedicated modules or modified slots swapping typical contents for exploration focussed gear
Hull hardened versus star heat//radiation or maybe star rad resistance but not weapon resistant.
THermal mitigator- utility acting like a permanent heat sink, a cooling system.
Extra fuel tanks in Weapon slots
Glassed up cockpit with underside view for planet fall.
Fighter 2x, SRV 4x so... Slots. Cause they fall down canyons.
Unarmed fighters with greater range for surface feature exploration- I mean they don’t blow up when away from mother ship.
Beacons/ nav guides to leave behind to mark planet fall locations, points of interest- modified limpets? Just fishing for ideas.
 
Obviously others have done so. So that’s good.
I was looking for a sizeable, dedicated explorer ship or a series of module mods dedicated to exploration.
Ideas:
Dedicated modules or modified slots swapping typical contents for exploration focussed gear
Hull hardened versus star heat//radiation or maybe star rad resistance but not weapon resistant.
THermal mitigator- utility acting like a permanent heat sink, a cooling system.
Extra fuel tanks in Weapon slots
Glassed up cockpit with underside view for planet fall.
Fighter 2x, SRV 4x so... Slots. Cause they fall down canyons.
Unarmed fighters with greater range for surface feature exploration- I mean they don’t blow up when away from mother ship.
Beacons/ nav guides to leave behind to mark planet fall locations, points of interest- modified limpets? Just fishing for ideas.

We already have modules specific to exploration, the discovery scanner and Detailed Surface Scanner.
Our hulls are already 'hardened' to protect us from heat & radiation, there is no gameplay in getting even closer to a star
We can already build & modify for heat management, and a single heatsink removes all of the rest. For exploration more, smaller heatsinks would be desireable.
We can already fill internal modules with fuel tanks enough to fly thousands of Ly. You will find a scoopable star before long, try going up or down a bit.
We can already choose a ship with an excellent view, or compromise on the view for a different optimisation. Ship choice is a dilemma
We already have fighter 2x and SRV 4x modules
Dedicated long range fighter is a nice idea, but I understand the range is a game engine limitation not a design choice. If it could go further it probably would for all fighters.
Being able to drop a visible nav beacon would be nice, that's a good idea that comes up fairly regularly.

My suggestion would be to pick a single idea & flesh it out, see if you can weigh up the pros & cons, justifying it's addition to the game based on actual gameplay. Alternatively some of your ideas have been suggested before, it could be helpful to give support to that thread, or give you ideas for your own.
 
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