Exploration Ship Choices will be taking an arrow to the knee in Update 3.1

So I like the concept of the Guardian FSD Boosters. I even like that they add a flat amount of light years rather than a percentage of optimal mass, this helps to prevent "jump range creep" of the long range ships outreaching the less capable ships from the perspective of the overall fleet.

However, the way the Guardian FSD Boosters are being implemented, as five internal modules ranging in sizes from class 1 to class 5 (in increments of 2ly range each) leaves much to be desired in my opinion. This design is serving to benefit large ships much more than the small and medium ships simply due to number and size of internals versus the number of module types now in the game. For example, combat players who fly ships like the Vulture, FDL, Viper, DBS, or Chieftain will be hard pressed to fit one of these into their ships seeing as they all only have 4 or 5 internals to work with.

Now lets talk about deep space explorers. Most explorers currently fly with six modules installed in their ships:

  • ADS - Used to scan with.
  • DSS - Earns extra credits and reveals materials present on planets.
  • SRV - Used to drive on planets and collect materials.
  • Shield - Saves hull when landing on planets, also can save the ship when interdicted.
  • AFMU - Needed for neutron jumping or just to fix the ship due to mishaps, especially canopy repairs.
  • Fuel scoop - Needed to refuel.

Sure some people explore with less than this but they give up an aspect of exploration or safety in order to do so. Fly without an SRV and you can’t collect jump mats or drive on planets. Forego the AFMU and you can’t use neutron jumps nor repair module damage. Don’t take a shield and watch your hull gradually diminish over time due to planet landings, not to mention how you put yourself at great risk every time you approach inhabited space. The majority of explorers currently fly ships with at least six internals for these reasons. An awful lot of players explore in ships like the Anaconda and Cutter because they can also bring repair limpets and mining gear too.

The FSD Boosters will add one more internal to this mix, and if you fly a ship with less than seven internals then you will need to either ignore boosters entirely or give up one of the above six modules.

How exactly does this impact the Elite fleet with regards to ship choices for explorers? Here is a list of all ships in the game sorted first by jump range and then by number of internals:

NNM25XI.jpg


The ships highlighted in tan have 5 or less internals each (11 ships), the ships highlighted in orange have 6 internals (9 ships), and ships not highlighted have 7 or more internals (13 ships) and shouldn't be negatively impacted by the addition of one more module. It's no coincidence that the most popular exploration ships are in the top half of this list as they have the best jump ranges in the game, and about half of those have six internals each. Ships like the DBX, Orca, Dolphin, Courier, Keelback, Asp Scout, Viper IV, and Cobra III will all not be able to carry an FSD booster while also carrying the six modules listed above. Their options will be:

  1. Ignore the new FSD booster and not bother with it.
  2. Lose the SRV and give up driving on planets.
  3. Drop the shields and risk hull damage from landings and getting blown up upon return.
  4. Forego the AFMU and give up neutron boosts.

This scenario will greatly lessen the selection of ships explorers can choose from if they want to fly prepared and optimized for everything they can. It will only serve to further funnel explorers into Anacondas and Asp Explorers. The T6 might get more popular due to the FSD boosters, and now that the T7 had its range improved it also might start getting flown more, but a lot of popular small and medium exploration ships are going to be hurt by a lack of internal space.

Personally, and this is just my opinion, but I feel like these boosters should be utility modules instead of internal modules. For a few reasons:

  1. All five sizes are exactly 1.3 tons in mass each, so it seems odd that they increase in size and capability but not mass.
  2. Ships for all roles could much more easily spare one utility slot than one internal due to how many modules already crowd the game.
  3. Making the best range booster a class 5 slot is only serving to make the larger ships even better than the smaller ships, and I feel like it should be the opposite, meaning I wish the boosters performed better for the smaller ships and less for the larger ones who already have a plethora of positives in their favor. I think new features like these should strengthen ship diversity rather than further funnel everyone into the large expensive "end game" ships.

In short, I love the idea, but do not care for the execution, as it's only serving to limit player choice with regards to ship selection. I wish these boosters were just utility modules instead.
 
Never bothered with the AFMU. Exploration isn't really about jump range anyway. Not for me. As long as you have 30+ LY you can do most of the galaxy. For me it is all about patience and detail. I don't want to get anywhere fast. I have an SRV to enjoy the view.

The new FSD booster helps people who just want to get to Sag A or Colonia as quickly as possible. That is not really exploration.
 
I see it as giving some of smaller ships a choice between safety (AFMU) and range (FSD booster). TBH I was close to Elite in exploration before I ever installed an AFMU, it's not a necessity for most trips, especially with the number of outposts in deep space these days.
 
I think AFMU is not essential, especially as neutron density is high in the core area where in general star density is high, hence you travel more in a straight line, hence faster.

I also think, that a bit of juggling when doing the outfitting is good for exploration. However, I think the best solution would be to have the ability to engineer an ADS and a DSS into one. That would open up a number of small ships for exploration, like the Eagle.
 
High jump range is only important for fringe exploration, ships already have a huge boost, heck my T9 is doing 36LY unladen, my DBX, Asp & Anaconda are all hitting insane ranges.


These boosters, like other guardian tech seem to be focused around equipping a combat ship, I plan to use them on my heavy combat fit Corvette & T-10, if/when a war actually kicks off in the COL sector or wherever these aliens are based.
 
Never bothered with the AFMU. Exploration isn't really about jump range anyway. Not for me. As long as you have 30+ LY you can do most of the galaxy. For me it is all about patience and detail. I don't want to get anywhere fast. I have an SRV to enjoy the view.

The new FSD booster helps people who just want to get to Sag A or Colonia as quickly as possible. That is not really exploration.

I agree in that exploration is not all about range, but have a long range is really useful for targeting interesting regions of space without going space mad from jump, jump, jump on the way out and back.
 
I thought there was a thread were some enterprising CMDR did some analysis and found out of you can jump 46ly or more you can travel around the galaxy without issues over lack of scoopable stars.

I can see some explorers wanting to take their 70ly explorerconda to 80ly so they can potentially access and return from some distant stars, but for most explorers this FSD boost doesn’t appear to be a great addition.

From what I have seen and read it adds 125% to fuel used, more than doubling the drain for an extra 10ly jump, which means that getting to wherever you really need that massive jump is going to be a long slog of jump honk scoop.

I am in no way a seasoned explorer, but I thought that once you got to where you want to explore people drop down to efficient jumping rather than zooming hither and thither?

Maybe the exploration part of Beyond will add Science modules to certain ships (a bit like military only you can only install non shooty related stuff in) so ADS and DSS will be installable in these modules instead, giving some ships an extra few slots that mean they maintain the exploration cache they currently.

But considering there is one made CMDR who is gradually taking all ships to Beagle point and back again with the technology as is, it does make it moot over the efficacy of having to install everything just to be able to explore?
 
Having already pondered in this too I decided my AspX will now become my main explorer for a few reasons

1. Has 7 internals so can accomodate FSD booster in class 5 slot
2. Class 6 fuel scoop should offset extra fuel per jump
3. Synthesis means as long as you have an SRV a smaller AFMU is sufficient
4. Not a fan of Anaconda for exploring, Asp has much better SC manuverability and FOV

Will probably end up slapping one on Vette too for travelling to CG's and either shipping over what it replaces or buying new on arrival (currently run a class 6 cargo rack for mat gathering)
 
Whilst I do not agree they are another essential for exploration as they seem to be quite off a lot more to combat and full tradeships being a flat boost.

Being available in 5 grades all 1.3 tons, does follow the rubric of the Wake, manifest and Kill Warrant scanners, so suggests they might have been drafted as Utility mounts.
 
I also think, that a bit of juggling when doing the outfitting is good for exploration. However, I think the best solution would be to have the ability to engineer an ADS and a DSS into one. That would open up a number of small ships for exploration, like the Eagle.

OR they could make every ship have a small passive detection range (around the passive range of the basic discovery scanner). That way you could free up one crucial slot on small ships but have to rely on parallax.
Come on FDEV. Time to give parallax explorers a boon! :)
 
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Why is there this continual and ridiculous push to balance smaller ships with large ones? It's unfathomable! Simply put, the large ships cost more and are... Shock, horror: Larger! Therefore they are better at what they do! Tl;dr: deal with it.

I have to agree with this.
 
Well, if i'm reading it right, then on paper should work well for my jack of all trades python - will boost range from around 25 to 35 ly if I drop the 5b shield bank - which I will as my shields don't really need them.
 
Have to be honest and say I don't really see it as an issue.

Obviously the above jump ranges are without engineering; with engineering pretty much everything down to the Adder can jump 50LY in a lightweight exploration-focused build, which gives you 100LY with jumponium or 200LY with neutron boosts. Of the ships usually considered to be explorers first and foremost, the DBX is the only one that faces any kind of restriction due to only having 6 internals and frankly it's a small ship that costs less than 2m credits stock, so really it's not unreasonable that it has some limitations. Don't forget they already boosted its internals from 5 slots to 6 after we whined about it for months :D <ahem> asked them to so we could include an AFMU in builds after neutron jumps were added.

The fact is having yet another 10LY or range (or 8 in the case of the DBX since it doesn't have any class 5 slots to begin with) is nothing more than a luxury.

Moving it to a utility slot would actually be a problem because it seems to me that the intention of the flat rate increases given by this module is primarily intended to benefit combat ships (+10 LY range in my Corvette is a far higher percentage increase than +10LY on my 64LY explorer Anaconda) and moving it to a utility slot would be a big deal on most of my combat ships because I have far more important things in them than range extenders.

I just don't see this as a problem. If it was vital kit I'd be all for looking at it but it's not, it's just frosting.
 
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Jump range is irrelevant these days - the FSD boost is probably more useful to bubble traders than explorers.

Any ship in the game jumps far enough to be a practical explorer.
 
IMO it is fine. Number of different internal modules is steadily increasing, providing more choices for any ship, not only exploration ones. And making smaller ships less flexible, limiting number of different things they can carry. Not only for exploration, but for any activity. And this is good, as it makes outfitting decisions more important and makes different player's ships less "the same" in much better way than random engineering - it allows ship to reflect owner's personal preferences/priorities in a way. ASP/DBX cannot fit everything potentially useful since they added repair limpets... now, there will also be a choice either to leave things as is, or to add booster and loose something else.. and there is nothing wrong with it.

But making it utility will be bad. Sure, explorers generally do not use utilities apart from HSL and have they free, so they regularly ask for things to become utilities instead of internals ("make ADS/DSS utility" threads were pretty frequent at some point), basically to gain additional free internals. But for anyone else apart from explorers utilities are much more valuable than internals. If made utility, booster will become the module for explorers and nobody else, which is exactly the opposite to what was intended, it looks like, with flat increase instead of percent-based one. For that matter one may also ask for it to go on weapon hardpoint (explorers usually have them free, right?), and it will not be as bad as utility too...
 
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you dont even know what the changes to exploration in 3.4 are - except that they will be horribly bugged and probably the worst case of missing the target player group completely.

i read often that this may become a mandatory module for corvette or the dropship variants in PVE for traveling around
i am not so sure about this, as the range of my corvette is already limited by its insane fuel consumption, not its jump range.
 
Exploration doesn't mean having the highest jump range at any cost. Just don't equip the FSD boosters, simple.

Unless you are specifically trying to make large jumps to stars not normally reachable, but that's an entirely different thing to normal exploration.

Either that or just fly the no compromise magic best at everything Anaconda ship.
 
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