First off: the map. It works, technically, but it's impossible to use that flat map to plot any kind of optimized course, even if you just want to eyeball it. I've just gone off the Navigation list, hitting the nearest UNEXPLORED, scanning it, and repeating. But this is not engaging gameplay. So: nav computers.
First off: Combine the DSS and D-scanner into a single size-2 item. New item, so Sidewinders can still mount it in the size 1 slots, and everyone else can stop wasting some size in each of 2 slots when exploring.
Second: Nav computer. Size 2 optional slot. From the system map, you select everything you want to DSS. The nav computer then flies to it at 75% throttle, stopping when the scan starts. Then on scan, that waypoint is removed, and the nav computer does the same to the next nearest waypoint.
This is less than fastest possible performance, as a player can go at full throttle, and cut back when they get close.
Third: Crew. Crew are used for fighters. They're... useless for anything else? That doesn't sound right.
Give crew "navigation" rankings, with the ability to level up.
A "novice" crew acts identically to a nav computer. You save an optional slot, but the crew takes part of the exploration money, according to their ranking. They can rank up on turn-in, kind of the same deal as combat- ranking them up makes them take less money than hiring a master outright.
At master level, they navigate more intelligently, going to full throttle and cutting back in time to slow and scan. They get better as they level, from sticking at 75% throttle at novice to near-perfect throttling at Master.
I know what you're thinking- hire a master, then just fire them before you turn in data! No. Exploration hits are flagged as you hit them with crew, so the crew gets paid even if you fire them. So you can fire someone who ranks up to hire a cheaper novice, but you still have to pay the crew who ranked up what they're due. You can just cut them loose after they level up, and only ever have (and pay) novices.
So: nav computers cheaper, but take a slot. Crew save a slot, but take a cut. Better crew flies a little faster, can still fly fighters. They both just fly between planetary bodies that helm designates. They don't scoop, or do anything important, they just fly around DSS-ing, and avoiding flying into suns and planets. They freak out on interdict and stop working, it's up to you at that point.
Minor application if you just want to fly in the bubble, but useful out exploring. Because exploration isn't exactly super-exciting...
First off: Combine the DSS and D-scanner into a single size-2 item. New item, so Sidewinders can still mount it in the size 1 slots, and everyone else can stop wasting some size in each of 2 slots when exploring.
Second: Nav computer. Size 2 optional slot. From the system map, you select everything you want to DSS. The nav computer then flies to it at 75% throttle, stopping when the scan starts. Then on scan, that waypoint is removed, and the nav computer does the same to the next nearest waypoint.
This is less than fastest possible performance, as a player can go at full throttle, and cut back when they get close.
Third: Crew. Crew are used for fighters. They're... useless for anything else? That doesn't sound right.
Give crew "navigation" rankings, with the ability to level up.
A "novice" crew acts identically to a nav computer. You save an optional slot, but the crew takes part of the exploration money, according to their ranking. They can rank up on turn-in, kind of the same deal as combat- ranking them up makes them take less money than hiring a master outright.
At master level, they navigate more intelligently, going to full throttle and cutting back in time to slow and scan. They get better as they level, from sticking at 75% throttle at novice to near-perfect throttling at Master.
I know what you're thinking- hire a master, then just fire them before you turn in data! No. Exploration hits are flagged as you hit them with crew, so the crew gets paid even if you fire them. So you can fire someone who ranks up to hire a cheaper novice, but you still have to pay the crew who ranked up what they're due. You can just cut them loose after they level up, and only ever have (and pay) novices.
So: nav computers cheaper, but take a slot. Crew save a slot, but take a cut. Better crew flies a little faster, can still fly fighters. They both just fly between planetary bodies that helm designates. They don't scoop, or do anything important, they just fly around DSS-ing, and avoiding flying into suns and planets. They freak out on interdict and stop working, it's up to you at that point.
Minor application if you just want to fly in the bubble, but useful out exploring. Because exploration isn't exactly super-exciting...
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