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

I already say this many times:

we need more UTILITY options, not for OPTIONAL;

Almost all non-combat build have plenty of utilitys to spare and only a few optional (If they have optional at all) to spare;

You said it yourself... NON-combat builds. This module is for combat builds, to easen their gimped fsd range a bit. Other builds already have plenty of range and don't need an additional buff.
 
You said it yourself... NON-combat builds. This module is for combat builds, to easen their gimped fsd range a bit. Other builds already have plenty of range and don't need an additional buff.

Just combat? That doesn't sound quite right imo as it could infer that FD are so inept with balancing that they now have to introduce another mod to sort out jump range on larger ships. :)
 
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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:

https://i.imgur.com/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.

Jumprange isn't just an exploration thing. As others said before exploration isn't really all about jumprange if you don't want to get to a specific point as fast as possible or to a special star behind some gap. I actually think the FSD booster will be more useful for movement in the bubble or trips to the Pleiades. Places in midrange.
 
Just combat? That doesn't sound quite right imo as it could infer that FD are so inept with balancing that they now have to introduce another mod to sort out jump range on larger ships. :)

It's easy enough to put in most ships, even exploration ships... you just have to drop an AFMU or another unnecessary module. I'd just say that gimped combat ships like the Corvette need it most and have no utility slots to spare. A HRP or MRR is expendable... a shield booster is not. If it was utility it would be completely useless for combat builds and the jump range gap between them and other ships would only become greater instead of smaller.
 
In my opinion the FSD-Boosters should have been utilities too. The use of neutron stars is not practical when flying without at least one AFMU. And exploration ships have left enough utilityslots. Well for combat ships I can see the problem with the missing utilitiyslots. But I think they are not the usual "customers" for FSD-Boosters, because a good combat ship can't make good use of a module that uses such a huge amount of power. And those ships also don't have a spare optional slot left for the FSD-Boost.
So I'd still prefere to see them as utilities by far.

And a big range is good for exploration. Especially when you want to get to a certain system fast and start the real exploration there.

And by (my) ingame logic that would make them more similar to shield boosters which are utilities that support another module also.
 
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In my opinion the FSD-Boosters should have been utilities too. The use of neutron stars is not practical when flying without at least one AFMU. And exploration ships have left enough utilityslots. Well for combat ships I can see the problem with the missing utilitiyslots. But I think they are not the usual "customers" for FSD-Boosters, because a good combat ship can't make good use of a module that uses such a huge amount of power. And those ships also don't have a spare optional slot left for the FSD-Boost.
So I'd still prefere to see them as utilities by far.

And a big range is good for exploration. Especially when you want to get to a certain system fast and start the real exploration there.

And by (my) ingame logic that would make them more similar to shield boosters which are utilities that support another module also.
How does power consumption of FSD-related stuff even slightly bothers someone building combat ship? It does not matter. You just set it to lower priority, it powers down when weapons are deployed and consumes zero power.
As for optional internals - it is a compromise too, as everything is/should be, but apart from extremely minmaxed armor tank ships they usually have spare internals for non-combat related things.
And again, it was said a lot of times already, but... all FSD range increases including engineers were in %, which caused huge gap between jump range focused ships and everything else. Module providing flat increase seems to be intended to decrease that gap, providing greater benefits for low jump range ships.
 
But to utilize the Booster in any meaningful way, you also need a monstrous Scoop, 6A as a minimum is my guess. The scooping is what really kills it for DBX (but thats OK IMHO), the booster as an internal takes the last "fun slot" on an Asp, and the already dull, ubiquitous and unbalanced Conda yet can just pop one in, not notice any downsides, and get another free 10ly.

Those looking to use it in-bubble for Combat Ships:
You will get about 2 jumps from a full tank (total 20ly gain) without a Scoop, utterly pointless.
Running with a possibly spare size 4 scoop means another 30 secs of scooping every jump, utterly pointless.
Fitting a size 6 scoop means you would have to wait for the combat modules to be shipped (you are not going to go into combat missing a 5 AND a 6), so not save any time at all, utterly pointless.

For Combat Ships, it might as well be a utility as you will be waiting for modules to arrive anyway.
 
Sorry Mengy, but i disagree. I went out exploring in a 17LY range Orca a long time ago and flew 20k LY in it, was a good trip. Had to refuel every second star because this was before we had extra fuel tanks.

I rarely take an AMFU because i rarely take damage.

My exploration ship when i return from Silly Ships 3 will be a Cobra Mk3.

What you are more talking about i think is about those who desire to make the big jumps. This has very little to do with exploration, except for those who rush to get to places or need to get very far out.

In a way this is no different to combat or mining or anything else. You can do them all in almost any ship, but the bigger ships tend to be better/more efficient. Same deal here.

I mean, ok, if i want the guardian boost thingy, i suppose i could remove my docking computer....
 
But to utilize the Booster in any meaningful way, you also need a monstrous Scoop, 6A as a minimum is my guess. The scooping is what really kills it for DBX (but thats OK IMHO), the booster as an internal takes the last "fun slot" on an Asp, and the already dull, ubiquitous and unbalanced Conda yet can just pop one in, not notice any downsides, and get another free 10ly.

Well.. not to sound like someone who would dare point out the harshness of reality :) (even in a game...)
But: DBX: 1,894,760 CR
Anaconda: 146,969,450 CR

So, gee... idk, but maybe that slight 'unbalance' between the two is due to one of them costing 77.5 times as much as the other.
I don't know where people got this 'crazy' notion that they should be equally good.. in fact, if anything, it's the other way around and they're not different ENOUGH to justify this 77.5 times magnitude of the price difference..

Here's an example: If you have a $300 PC that can barely run the game.. and HTC comes out with the Vive pro, you're not gonna go on their forums and complain about it using up a HDMI and 3-4 USB 3 slots.. Instead you're gonna suck it up and realize it may not be for you.. until you can meet all the requirements. It's funny how in a case like that, nobody would even think to complain, yet we have the same kind of twisted expectations in a game, that's theoretically supposed to be a simulator? :)

Those looking to use it in-bubble for Combat Ships:
You will get about 2 jumps from a full tank (total 20ly gain) without a Scoop, utterly pointless.
Running with a possibly spare size 4 scoop means another 30 secs of scooping every jump, utterly pointless.
Fitting a size 6 scoop means you would have to wait for the combat modules to be shipped (you are not going to go into combat missing a 5 AND a 6), so not save any time at all, utterly pointless.

For Combat Ships, it might as well be a utility as you will be waiting for modules to arrive anyway.

Not true, as the 125% fuel usage is most likely a 'typo'.. What they wanted to say was most likely that your fuel usage will be 125% and not 'increased' by that amount.. (aka. a simple 25% increase)
BUT, even if it were the case of the 125% increase being correct, adding a fuel-scoop AND a fuel-tank would be more appealing to most PvE combat pilots who want an increased range than messing with the shields..
Unless you're doing PvP, combat ships, especially large ones like the Corvette, can more than afford 1-3 optionals for random stuff as a change in hull integrity will not make it any less or more of a combat ship, simply because the shields almost never drop so it doesn't really matter what's underneath.. However if you mess with the utility slots (aka. the shields) it will instantly start to matter..
So no, I will not be waiting for module transfers.. I already have a 6A fuel scoop permanently on my Corvette.. and that doesn't stop it from having more than 4k health and more than 3k shields.. so I'd more than happily remove a HRP for an extra 10 LY range (which is more than a 50% increase for that ship) and pilot it myself to places, rather than pay 10 million each time for a transfer.

As you can see, that is really beneficial for this specific ship, that's why I said earlier that it was most likely Frontier's answer to all the people complaining about the high transfer costs and low jump range of the Corvette. Now obviously the module is useful for other ships as well.. I'll definitely put it on my ASPEx as well to have 60 something range instead of 50 something, but in that case it's a mere 18-20% increase as opposed to the 50+ That's why me and others said that the flat rate indicates Fdev thinking more about combat ships when designing this module, since it benefits combat ships the most.
And no, we're not talking about the l33t pilots who downsize their FSD on a FAS to a 2D because it gives them an additional 0.5 degrees pitch/second only to realize they cannot make it to an interstellar factor once they decide to 'use' their ship :)

Cheers!
 
To be honest, as a playstyle thats had very little direct love and content, the prospect of another module with which to mix things up a bit, and make me think about how I want to play a little bit more, is great.

Yeah, there will be compromise, and I'll have to pick and choose how/if I want to specialise on range or flexibility/endurance.
Do I want/need an amfu or booster, shield or srv, do I want cargo space to keep some Xihe biomorphic companions so I dont go completely stir crazy on my own in the black, and do I really want the full sensor package, or am I just going to look at things without the usual focus on maximising cash.

You know, the kind of compromises we already make with every other profession in the game..

We've spent 4 years asking for more content for explorers. Actual content, not "better route planning".
Now we have a hint of it, we're already climbing over each other to complain about having to make the choice to use it?

I mean..... just.... I'll be in the bar, I'm clearly a few drinks behind the rest of the group...
 
To be honest, as a playstyle thats had very little direct love and content, the prospect of another module with which to mix things up a bit, and make me think about how I want to play a little bit more, is great.

Yeah, there will be compromise, and I'll have to pick and choose how/if I want to specialise on range or flexibility/endurance.
Do I want/need an amfu or booster, shield or srv, do I want cargo space to keep some Xihe biomorphic companions so I dont go completely stir crazy on my own in the black, and do I really want the full sensor package, or am I just going to look at things without the usual focus on maximising cash.

You know, the kind of compromises we already make with every other profession in the game..

We've spent 4 years asking for more content for explorers. Actual content, not "better route planning".
Now we have a hint of it, we're already climbing over each other to complain about having to make the choice to use it?

I mean..... just.... I'll be in the bar, I'm clearly a few drinks behind the rest of the group...

I don't consider ship outfitting as "content", seeing how I only do it very infrequently. Once my exploration ship is setup it's done, as you can't change outfitting while tens of thousands of light years out in deep space.
 
So I feel like the "kneecap" comment is pretty off base. None combat exploration ships are not getting worse.

Heavy combat builds are just getting an option to give them a quality of life improvement.
 
Mengy, sorry, my post might have come across as a little more flippant or dismissive than intended - You and some of the other posters here have been pushing for exploration improvements for a very long time, and you've done a lot for us all.

I just remember a time when 27-30ly jump range was pretty much the ideal, when we had to wait out system hangs whilst plotting close to the 100ly limit and when our options were pretty severely limited.

Over the years we've both seen threads where explorers complain about the lack of space to mount this thing or that, im sure, and I remember similar threads to this about AFMU's not too long ago where the argument could essentially be boiled down to "I want to carry all the things" vs. "Just carry what you really need"

I get that once we leave the bubble, we're kind of stuck for options if we change our minds - ive spent a lot of time out on the rim too, and I know the pain that comes with wishing I'd gone with a different load out when there's 40kly or more to go to get somewhere that you can change it.

But I also cant help but feel that if all we ever do is complain that we cant carry the same homogenised loadout on any ship we decide to explore with, can we really be surprised if we never see any other changes?

I like the idea of chosing my load out for exploring, even if it is only a shallow choice with negligable impact. Its the start of some much needed variety and tailoring of personal experience that we just dont get to the same degree as just about anything else. Exploring should be more than "insert default exploration loadout into selected ship hull and go", and for all the hassle it might cause, I kind of like the idea of going some place, finding something and then having to plan a return trip because I wasnt carrying the tool I needed for that one specific thing.

And so it goes with the FSD Boosters. They're a shiny new thing. But we can easily surpass the "ideal" jump range some of us older explorers will remember, by quite some margin, or even in combat vessels. The slight range creep isnt really "necessary" for anything we do except for a very few pilots trying to make new distance records, but otherwise we don't really need them.

If they're just nice to have, then we're back to my original post - lets not look the gift horse in the mouth, we have another aspirational item, a module we'd like to think about using, and a little extra choice and variety for our chosen profession. Thats awesome, but what about all the other stuff we've been asking for ;)
 
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:

https://i.imgur.com/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.

I have not read any of this thread yet, but I suspect that the Guardian FSD Booster was never even remotely intended as an exploration module, rather I think it was made to address complaints about the low jump range of some combat ships. It seems to be an attempt at raising the low end jump ranges without drastically changing the high end.
 
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.

I don't bother with SRV or Shield and last time I didn't bother with AFMU either (this was before neutron boosts etc).

The whole point of having different ship types is to make you decide which modules you really need, and which you can do without. You only need 2 modules, really, the ADS and Fuel Scoop. 3 is "nice to have" adding on the DSS. The rest are really "optional". People have made it to Sag A* in a Hauler, after all.

You can't do everything in every ship, but why would you expect to be able to? If you could, what would be the point in reaching that next ship?
 
Mengy, sorry, my post might have come across as a little more flippant or dismissive than intended - You and some of the other posters here have been pushing for exploration improvements for a very long time, and you've done a lot for us all.

I just remember a time when 27-30ly jump range was pretty much the ideal, when we had to wait out system hangs whilst plotting close to the 100ly limit and when our options were pretty severely limited.

Over the years we've both seen threads where explorers complain about the lack of space to mount this thing or that, im sure, and I remember similar threads to this about AFMU's not too long ago where the argument could essentially be boiled down to "I want to carry all the things" vs. "Just carry what you really need"

I get that once we leave the bubble, we're kind of stuck for options if we change our minds - ive spent a lot of time out on the rim too, and I know the pain that comes with wishing I'd gone with a different load out when there's 40kly or more to go to get somewhere that you can change it.

But I also cant help but feel that if all we ever do is complain that we cant carry the same homogenised loadout on any ship we decide to explore with, can we really be surprised if we never see any other changes?

I like the idea of chosing my load out for exploring, even if it is only a shallow choice with negligable impact. Its the start of some much needed variety and tailoring of personal experience that we just dont get to the same degree as just about anything else. Exploring should be more than "insert default exploration loadout into selected ship hull and go", and for all the hassle it might cause, I kind of like the idea of going some place, finding something and then having to plan a return trip because I wasnt carrying the tool I needed for that one specific thing.

And so it goes with the FSD Boosters. They're a shiny new thing. But we can easily surpass the "ideal" jump range some of us older explorers will remember, by quite some margin, or even in combat vessels. The slight range creep isnt really "necessary" for anything we do except for a very few pilots trying to make new distance records, but otherwise we don't really need them.

If they're just nice to have, then we're back to my original post - lets not look the gift horse in the mouth, we have another aspirational item, a module we'd like to think about using, and a little extra choice and variety for our chosen profession. Thats awesome, but what about all the other stuff we've been asking for ;)

Well that, plus based on the rumors we keep hearing the Exploration rework is coming in Chapter 4 of Beyond and not just yet :)
 
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