Explorers : would you consider giving up on the infinite honk for...?

Just adding an idea here :

Stellar objects should have a chance to have an "anomaly", i.e.: unusually high radiation for stars, presence of unexpected compounds for gas giants, irregular concentration of minerals for barren planets, pressure fluctuations or extensive storm systems for atmospheric ones, highly diversified carbon-based organisms for earth-likes, and so on, and so on, etc., etc. You know, stuff that would make them stand out more, be an interesting scientific resource and, obviously, pay more. Said anomalies should probably be fairly rare (otherwise they're not really anomalous occurrences, heh) and from technical standpoint I'm not quite sure if seeding the entire galaxy with yet another layer of data would be feasible, but I am quite certain they would spice up the exploration data gathering and maybe be an incentive to scan all those "worthless" planets as well.

That said, I'm really looking forward to anything that makes exploration a more involving endeavour, something that actually involves some brain activity while doing so... :)
 
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Depends on the reward. If the only reward is simply fiddling with something 'realistic', then no. If there are tangible things to be gained, even adventure or danger, then yes. I get nothing from screenshots, so simply making the mechanisms more complicated won't be enough to keep me engaged. I need to find and interact with things to be engaged in exploring. Enhanced complexity is a fine idea, but if there is nothing to interact with or find to take back to the bubble it remains uninteresting to me. Think of a Star Trek adventure, they don't just view, take a picture and move on. Interactions happen, adventures ensue, dangers are faced, puzzles are solved, samples are acquired. That is the sort of exploration I'm looking for, not a more complex yet still soul-less photography expedition.
 
I'm actually perfectly happy with the way the disco scanner works. What I'd like to see though is a chance that makes the surface scanner bring some game-play rather than a simple money bonus. Perhaps giving it an extra non exploration feature, such as detecting landed craft from orbit or even some sort of combination with prospector limpets, like marking previously prospected rocks on the scanner.
 
Personally, I say lose the ADS altogether, and, instead, allow discovery of an object just by flying around and facing the right direction. In principal, it's exactly the same how the ADS works except instead of "pushing a button" you simply sweep the area. Surface scanners can continue to work as before, but should also identify areas of interest like material deposits. I don't necessarily mean that they should show you where they are, but identify search areas where there's a reasonable chance you might find them.

Regarding the value of each discovery, I say make the first discovery of an object full value. The second person to discover gets half value and the third gets 1/3rd value, etc. I'm guessing this may be easier said than done, but, to me, it implies that the initial discovery is the most valuable and follow-up discoveries may yield additional information not revealed in the first discovery, and so on...

Finally, as a person who plays this silly game primarily to explore, add more objects to be discovered and make them easier to discover by (as with my suggestions for elements) identifying regions where the discovery is likely. Also add "1 in a million" discoveries. I.e. smallest or fastest moving planets/moons, deepest canyons, hottest/coldest worlds, most massive (or crowded) solar systems, etc. When I say "one in a million", however, what I really mean is canyons that are in the 1% (or 10%) deepest, planets that are the 1% or 10% fastest, etc... And, of course, give the explorer credit for discovering them.

Again, may be easier said than done, but... My two cents...
 
Hi Sandro

Thanks for the update.
I'd just like ask about item 4 in your list:

* A reduction required super cruise travel, so you only need to travel to a planet if you're definitely interested in investigating it

With the ADS infinite-honk we already have this.
Does that mean you're considering retaining some kind of 'discover everything without SC' mechanic, even if it isn't the existing one?

I am partially tone deaf and this Is a horrible idea. Right now we have a system that gives off musical tone for different types of planets. I've honestly tried making out the differences between known types, and I can't make them out.

Also... What about the other planets? This system would even make it worse than what it is exploration wise in the sense that of people don't see an earth like, water world, ammonia, or laudable, etc... Then sometimes the system goes unexplored. So lets say I do tag a non landable rock... What does that mean for me? I get to tag a planet no one will ever bother to come look at? At least now if I see some distance worthless rock, I can praise the commander for his dedication.

You also talk about skill based satisfaction... Listen, manually trying to tell up from down right from left while searching for a planet is not satisfying... It's annoying as hell and the community has been asking for manual waypoints for the longest. Right now, you look at the planetary map see a cool spot you think might be interesting, Then you have to flip a coin and hope it is on the light side, and after about a minute (If your lucky) of spinning around the planet you find it, then you have to drop in just to find nothing. At least save me that minute of hassle. Now let's say I know there is a specific spot that has something. I have to play Russian roulette trying to figure out which direction to go. Thank God for the community or third party programs, else that would still be a hassle.

Yes we would like better instruments. No don't mAke it harder trying to find coolstuff I can barely already find.

While we are at it, can we get a filter for blue POIs? How the hell is it a rock gives me a POI but actual alien wreckagess or ruins don't? I get the ruins have a nice little locator now.... But still they should have some sort of POI.
And let us filter them by category for the love of god.

Yes please combine the scanners. Or allow us ability to split size 2 cargo slots.

Give us exploration modules! Like a wave scanner for the ship. Or a bright beam 360 light that can light things up for a good distance (inside canyon flying).

Thanks

-Yure "El Duque" Rodriguez aka the blind commander.
 
Hello Commander RLSG!

We won't just be looking at stellar body discovery.

To be clear, the reasons I would like to replace the honk and eyeball scanning would not be to drag out exploration time, but to give the game play:

* A modicum of player-skill, along with a suitable minor skill-based reward
* A feeling of verisimilitude, that you're operating advanced sensor equipment like a boss
* Satisfying processes, improved visual/audio/interactions
* A reduction required super cruise travel, so you only need to travel to a planet if you're definitely interested in investigating it

Also worth noting, this is a separate point to the concept of having things to discover during exploration (which we see as equally important).

Hello Commander DrewCarnegie!

I'm talking about the necessity to fly close to a stellar body to gain basic exploration information, and make it so that you will only need to fly to bodies when you have a reason to get up close.

Of course, this is just the current thinking; we'll see what falls out when we get more stuck in.

This sounds very promising to me Sandro! I'd love for exploration to be more interactive and engaging, and especially for the mechanics of it to be broken down into levels of detail which would provide many more opportunities for discovery along the way. Actions which provide information that can be used to make decisions, this is exactly what exploration needs a ton more of.

My signature has my ideas on how to achieve it, but I'm desperately looking forward to hearing more details on how Frontier plans to do it!

Please don't make us wait too long, some of us have been waiting literally years for this. :(
 
TL;DR Removing the ADS or limiting its range would take away from existing gameplay and prevent explorers from managing their time effectively, which would make exploration less appealing as a profession. It is important to make the distinction between scanning and exploring: scanning should be quick and easy to tell you what is, or is not, there; exploration requires the effort to be most successful in finding out the details, in getting to (and returning from) new systems, in maintaining the ship and having some potential to deal with known and unknown challenges.
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When I first played this game in 1.0, I engaged in a mixture of activities and my exploration was done with a basic discovery scanner only for the first three weeks, after which I bought an intermediate discovery scanner for my Cobra Mk3 and it was another week or two before trading in my T6 got me the credits for an Advanced Discovery Scanner and a Detailed Surface Scanner. In those early days, exploration was harder and slower and often frustrating - at no time was it ever more fun than it was after getting the ADS. I never once wanted to go back to the days of using only the basic discovery scanner. The method of finding planets by parallax was required in every system visited - even if a system was just a single star, there was no way of knowing this without spending some time flying around in supercruise, repeatedly sounding the scanner to see if you found something. The system map was something I only used in inhabited systems - it was no use to me when exploring as I had to get so close to everything to reveal it with the discovery scanner that it was better to scan the new objects - even belt clusters - to avoid having to see *unexplored* on the contacts list and not knowing anything more about it. Back then, you could not select an object in the system map and have it targeted when you returned to the HUD. It was very easy to miss bodies with the basic discovery scanner and when I bought the intermediate scanner and later the ADS I often found that I had missed things. Many small icy planets simply cannot be seen visually until you are very close - sometimes just a few tens of light-seconds - and belt clusters are completely invisible. I made many long journeys out to distant secondary stars that I could tell were in the same system by their colour and very tiny movements - but I could not tell how far away they were or if they had planets. I had to make the journey to find out. It was very inefficient and I don't think I could go back to that way of operating. It was not exciting or fun, it was frustrating, which was why I chose to focus on trading for a while and did not undertake any kind of expedition - even out to the Pleiades - until I had both the ADS and a DSS.
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I am often puzzled that people think having an infinite range scanner 'takes away' from gameplay, when it adds so much. Here are some things that you get out of it that help to make the game more fun:

  • Time management: you can tell immediately whether undertaking a more detailed examination of the system will be interesting or worthwhile.
  • Completion: you can be certain when there are no other celestial bodies in the system. Without infinite range, you would never know that you had found all the celestial bodies.
  • Excitement: what I most look forward to when jumping to a new system is a sense of facing the unknown, of not knowing what I might find and then having the ADS reveal the celestial bodies to tell me whether it is an interesting system with life-bearing worlds or spectacular ring systems or with planets or moons in close orbits. This excitement dies if you have to spend twenty minutes flying around the star honking the scanner to try and put the picture of the system together one planet and belt cluster at a time and looking for tiny movements amongst all the points of light to see if any shift against the background.
  • Pacing: by giving players the ability to determine whether exploring the system will be fun or rewarding, it increases the pace of gameplay, allowing them to make an informed choice of when to move on to a new system as well as indicating where to go to find the interesting gameplay within a system.

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The main issue I see raised in relation to the ADS is one that says something like 'it makes exploring too easy'. What this viewpoint does not take into account, however, is the difference between exploring and scanning. The ADS makes basic scanning quick and easy - which is a good thing, for the reasons I give above. It does not make exploring easy. There are many challenges to exploring, from outfitting a ship capable of making the journey, to the patience, perseverance and time management of spending the time in game to get where you want to go, to planning the journey to find out what your requirements will be. Even then, things can go wrong and some very good explorers have lost ships due to neutron star cones, repeated scrapes when landing on planets and even being attacked by hostile ships on the journey home. The ADS is a tool to help you find places of interest more quickly; it is not more fun to take an intermediate scanner and fly around systems looking for planets - that adds time and frustration at not knowing whether you have missed something interesting, no matter how much time you spend in a system (especially true for some systems with a single planet in a distant highly eccentric orbit). There is also a distinction between exploring and adventuring: exploration has the purpose of discovery; adventuring has the purpose of finding or doing something else, or looking for something specific. Exploration can certainly be an adventure and usually is on longer expeditions because you are not just discovering new objects and places of interest. Adventuring can have consequences based upon what you discover (or fail to) - look at the Formidine Rift: that was an adventure that many players became involved with that had some very profound consequences for the galaxy.
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The issue that I think Sandro and many others want to address is engagement in the gameplay processes. Simply pointing your ship at a body and waiting maybe 30 seconds until a scan has completed is one main area that is repeatedly highlighted as lacking in engagement. This requires addressing and enhancing, I should say 'building upon', the detailed scanner, not the advanced discovery scanner. The ADS needs to be reasonably quick to perform its function, as it rapidly becomes a source of frustration if you are waiting to find out if you can have fun in a location - this should be a problem that is removed from the DSS, not added to the ADS. One solution to this is to add capabilities or specialisations to the detailed surface scanner. It is important to add to existing gameplay, not to take away what is there. For example, the DSS could have variants that specialise in highlighting the locations of different types of planetary features:
  • Biological: reveals whether life exists on the surface of a world (or within the atmosphere) and provides an indication of where to go to find it, rather than having to eyeball it from almost point-blank range.
  • Mineral: reveals the varying concentrations of different materials on the planet. Looking for polonium? Then head for this big crater here; Looking for zinc; that canyon over there has the best deposits.
  • Geological: reveals locations with active volcanism, enabling the player to find geysers and magma vents quickly.
  • Technological: reveals not only the location of bases but any ruins, wreck sites or abandoned settlements.
  • Energetic: a repeatable scan that tells the player if there are currently active power signatures of any kind on the surface. This would pick up active settlements and ships in flight but might also give faint readings for locations that have recently seen activity, such as if a ship has recently landed and/or taken off, or a battle has taken place. It could be useful for tracking down a ship or surface vehicle, for both bounty hunters and pirates.


The advantage of these specialisations would be that they allow the player to find locations for interesting gameplay quickly. This is important for pacing of gameplay and to avoid frustrating activities, like collecting groups of players to eyeball large planets in the hope of finding something that might not even be there.
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As to the gameplay, and by implication the addition of an element of skill, involved in these new scanning processes it must be reasonably quick but also engaging, so as not to become frustrating or repetitive when done for the hundredth, or even one thousandth time. The best existing example of this kind of gameplay I have yet seen is a 'phase-matching' mini-game that has been used in Star Trek Online for mining dilithium (I've no idea if it's still in that game - I've not played it once since ED came out!). Another good example was from an old 8-bit game called Quazatron that involved configuring the pathway to an electrical circuit - under time pressure. There are probably many other examples of potentially engaging activities from the 8-bit era, as games then had to be simple and engaging and yet also be addictive enough to compete against many other games built upon the same design principles.
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I think it might be an opportunity, especially with the introduction of new scanner types, to be able to introduce the concept of repeatable scans. This would be essential to having exploration missions and location-specific exploration community goals, as it would allow anyone to travel to a system or region and make scans that provide data that can be returned, regardless of whether they have visited and scanned an area before. If you had, e.g., a CG to establish the flight paths of Thargoid ships within a system, then players could go to that system and scan the planets and moons with Energetic-type scanners, revealing hotspots of activity that might be time-dependent. You could have local factions giving out missions to hunt down a ship thought to be in a location at a certain time and the player needs the right kind of scanner to find it quickly before it can finish repairs, attack a settlement or escape. Perhaps a settlement is building weapons illegally and the player needs to make a scan to find where they are being stored, before they are shipped out.
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I am glad that exploration is being looked at but I would strongly urge the design team at Frontier to build upon what is there and not to take away any existing capabilities. I would still like to be able to go exploring in the same way with the same equipment that I have today in 3.x (or whatever the designation of things will be post-2.4). What I would hope for is that building upon exploration would give me additional options in what to do and also in what my objectives might be: it could allow for specialised roles within exploration. Some players might want to go searching for signs of life in deep space and take the equipment they need to do that role well, whilst others might be more interested in archaeology; others might want to look for signs of Thargoid activity or another active civilisation and some might want to find valuable resources for mining. Even a fully-kitted Anaconda would not be able to do all of these, perhaps two - most small-medium ships would probably only be able to do one (unless there are specialised module slots for scanners, to help make some ships like the DBS able to do a little specialised work). Eventually (I believe, though no idea if 3.x or not) there will be atmospheric planets from gas giants to Mars and Titan-like bodies, all with different and interesting features to find. I hope that finding them will be exciting and engaging and that there will be fun things to do when landing on them or flying through their atmospheres. I don't want to be spending time just looking for planets by parallax whilst not knowing if there are even any planets in the system - so please keep the ADS as it is and build upon the other aspects of gameplay. When you have done this, then compared to what all the different types of scan can tell you, the results the ADS gives you will seem so small and insignificant that I suspect very few people will think it overpowered.
 
TL;DR Removing the ADS or limiting its range would take away from existing gameplay and prevent explorers from managing their time effectively, which would make exploration less appealing as a profession. It is important to make the distinction between scanning and exploring: scanning should be quick and easy to tell you what is, or is not, there; exploration requires the effort to be most successful in finding out the details, in getting to (and returning from) new systems, in maintaining the ship and having some potential to deal with known and unknown challenges.

I think it's important to draw a distinction between "managing time" and simply "playing the game". If your goal is to have fun, and the scan mechanic turns out to be fun and engaging, then managing your time will simply be just playing the game until you're done for the day. Currently we interact very shallowly with the systems we encounter, and rewards are relatively low compared to other deeper activities. So it makes sense to just blow through as many systems as you can in a day. However, if every system suddenly becomes more interesting (even the iceball dwarf star systems) then you don't actually lose anything by having a more engaging mechanic, except maybe yourself in the process.
 
I think it's important to draw a distinction between "managing time" and simply "playing the game". If your goal is to have fun, and the scan mechanic turns out to be fun and engaging, then managing your time will simply be just playing the game until you're done for the day. Currently we interact very shallowly with the systems we encounter, and rewards are relatively low compared to other deeper activities. So it makes sense to just blow through as many systems as you can in a day. However, if every system suddenly becomes more interesting (even the iceball dwarf star systems) then you don't actually lose anything by having a more engaging mechanic, except maybe yourself in the process.

Very much this. I would be happy spending hours in a system if it included compelling gameplay. Financial rewards are not too important too me, but fun and engaging gameplay very much is.
 
I think it's important to draw a distinction between "managing time" and simply "playing the game". If your goal is to have fun, and the scan mechanic turns out to be fun and engaging, then managing your time will simply be just playing the game until you're done for the day. Currently we interact very shallowly with the systems we encounter, and rewards are relatively low compared to other deeper activities. So it makes sense to just blow through as many systems as you can in a day. However, if every system suddenly becomes more interesting (even the iceball dwarf star systems) then you don't actually lose anything by having a more engaging mechanic, except maybe yourself in the process.

Very much this. I would be happy spending hours in a system if it included compelling gameplay. Financial rewards are not too important too me, but fun and engaging gameplay very much is.

Precisely this. Exactly this.
 
I think it's important to draw a distinction between "managing time" and simply "playing the game". If your goal is to have fun, and the scan mechanic turns out to be fun and engaging, then managing your time will simply be just playing the game until you're done for the day. Currently we interact very shallowly with the systems we encounter, and rewards are relatively low compared to other deeper activities. So it makes sense to just blow through as many systems as you can in a day. However, if every system suddenly becomes more interesting (even the iceball dwarf star systems) then you don't actually lose anything by having a more engaging mechanic, except maybe yourself in the process.
The ADS allows you to get to the gameplay that you find more interesting quickly. If you reduce its range or remove it from the game, then no matter how engaging the scanning mechanics of a basic scan are, then you are introducing a time barrier to players being able to make an informed decision as to whether or not further activity in the system will be fun. The more gameplay there is in exploration and the more interesting systems become, the more important it becomes to access that gameplay quickly. This is why it is so helpful to have the ADS scanner in its current form. With a basic or intermediate discovery scanner you can still 'play the game' but your ability to manage your time is much less - you have to put in a lot of time simply to establish whether there is any gameplay to be had in any given system. My concern is not that iceball dwarf star systems are uninteresting, it is that star systems with only a single star are uninteresting and numerous and require an ADS to be sure that they are actually single and that you are not missing out on interesting gameplay. I have to disagree with the view that removing the ADS or limiting its range/effect would not take anything away, for the reasons I highlighted in bullet points. I agree that the more there is to do the longer players will want to stay in a system and investigate. The ADS gives them the means to make that decision quickly and provides the first step in indicating where to go to access that more involved gameplay: it is a keystone to build upon, not be knocked down.
 
I think it's important to draw a distinction between "managing time" and simply "playing the game". If your goal is to have fun, and the scan mechanic turns out to be fun and engaging, then managing your time will simply be just playing the game until you're done for the day. Currently we interact very shallowly with the systems we encounter, and rewards are relatively low compared to other deeper activities. So it makes sense to just blow through as many systems as you can in a day. However, if every system suddenly becomes more interesting (even the iceball dwarf star systems) then you don't actually lose anything by having a more engaging mechanic, except maybe yourself in the process.

Repetition isn't fun. And removing the insta reveal is just prone to replace the current mechanic with repetition.
 
Repetition isn't fun. And removing the insta reveal is just prone to replace the current mechanic with repetition.

Eating is pretty repetitive, and yet people keep doing it. Some crazy people even think it's fun.

But more to the point, the current placeholder mechanic is about as repetitive as it gets. And it's so non-existent that elicits 1 of 2 possible responses:

1) Boredom
2) Passive tolerance of a minimalist mechanic

It seems your primary argument against a new mechanic would be that it would break from the current bare bones placeholder and have too much gameplay. So much that it might actually be noticed. Well yeah... I certainly hope so! But I am one of those crazy people who likes to notice the flavor of my food.
 
OK, so there's an advantage not having the Beige fix in short term and shelving Elite

I'm now fine with letting FD lose on the entire mechanic. If it ruins the flow of exploration, it'll stay shelved. Nothing lost. If it works, it will be unshelved.
 
Eating is pretty repetitive, and yet people keep doing it. Some crazy people even think it's fun.

But more to the point, the current placeholder mechanic is about as repetitive as it gets. And it's so non-existent that elicits 1 of 2 possible responses:

1) Boredom
2) Passive tolerance of a minimalist mechanic

It seems your primary argument against a new mechanic would be that it would break from the current bare bones placeholder and have too much gameplay. So much that it might actually be noticed. Well yeah... I certainly hope so! But I am one of those crazy people who likes to notice the flavor of my food.

We can all do bad food analogies:

When you walk into a restaurant you get to look at a menu to see what's on offer.
You don't have to figure out where the kitchen is so you can look in the refrigerator to see what's available.


The question boils down to whether you consider determining what's in the system comes down to gameplay or not.

AND, as I've said countless times already - if you don't want to see everything immediately, don't use the ADS.
Nobody from the limited honk camp has explained why that is not a viable option.
 
I think the issue is this: the reward. Not financial, but the chance of satisfaction.

If you're traveling through the galaxy now, you will find lovely systems, and bogus systems, of course depending what you're looking for. This has a hit/miss ratio. If you can check every system within a minute, the hit/miss ratio can be rather low because you're checking a lot of systems in a short time. If it will take longer per system to figure out whether it's a system of interest, the hit/miss ratio has to be increased. Spending large amounts of time only to find out the system is a dud will grow wearisome rather fast.

In order to increase the hit/miss ratio, systems that were uninteresting before need to become interesting. Whether it's because we will get more options and ways to check out those systems, or the systems and planets in them have more points of interest. How about giving the asteroid fields some purpose? What purpose you ask? Danged if I know :)

However, ways of increasing the hit/miss ratio are subject to repetition. The game mechanic is a static given. Which leaves the combination of the mechanism and the subject that is being investigated as variable game content. In other words, the mechanic will play out in different ways based on what is found. For instance: if the mechanic to investigating ice worlds is the same as rocky worlds is the same as gas giants, etc, it won't yield much variation and the novelty of the new mechanic might wear off rapidly. Another option is that the mechanic doesn't vary on planet type, but on anomalies on planets, or in outer space. Which would mean many more objects and points of interest to create the variety this mechanic desperately needs.

During writing this I realise how many unknowns we're talking about. There are many dependencies and many assumptions here. Only changing the mechanic and leaving the environment as is, just doesn't seem to be able to produce the results we would like.
 
I think the issue is this: the reward. Not financial, but the chance of satisfaction.

If you're traveling through the galaxy now, you will find lovely systems, and bogus systems, of course depending what you're looking for. This has a hit/miss ratio. If you can check every system within a minute, the hit/miss ratio can be rather low because you're checking a lot of systems in a short time. If it will take longer per system to figure out whether it's a system of interest, the hit/miss ratio has to be increased. Spending large amounts of time only to find out the system is a dud will grow wearisome rather fast.
There's also an issue with the current situation and/or attempts to move away from it (depending on your point of view) in that at the moment, there isn't a distinction between exploration and travel.

Someone buckyballing from A to B and someone honk-jumping from A to B will - at least until the honk-jumper finds something potentially interesting to take a closer look at - proceed at about the same speed. The buckyballer is faster, but not much.

If a basic system check slows down - even if exploration is then enhanced so there is a much greater variety of things to find and much more benefit to looking over a system so that the shinies/hour is stable - it then introduces a choice that wasn't really there before: "do I explore or do I travel".

I have no idea if that's a good thing or not.

(Unless of course travel also gets slowed down significantly outside of nav-beaconed space, which would be a whole different can of worms but would dodge that issue...)
 
Haven't read all the responses in this thread yet, but I think the key, as has been said, is in depth of gameplay while exploring. I'm currently on my first exploration run beyond the bubble, and while I'm not going far (5000LY to unlock Palin), I'm doing it somewhat systematically since I've gotten into space that hasn't yet been explored by others. When I drop into a system, I'll pop off the ADS, then proceed to do a detailed scan of each planet in turn. If a star is outside of about 50,000 LY, but has no planets, I'll skip it. If it has planets, but is further than about 100,000 LY, I'll also skip it, unless it has an ELW or something worth looking at. This approach tends to be slow -- I probably manage four or five systems per hour (more or less depending upon the size/complexity of the system), and I certainly wouldn't want it to go any slower unless there was more to find beyond the ADS scan level. That last part is the key IMHO. I don't think the infinite honk should reveal more than the basic layout of the system, but as you fly through a system scanning planets, you should find additional stuff to explore (both in space--other than the occasional survey data canister--and on the planet's surface). Anxious to see what they come up with post 2.4.

tldr -- keep the ADS as-is and add more detail to be found while exploring the system at a more detailed level
 
I have to say, I do love the ease of being able to honk in every system as I am on my 30 jump run to make a little cash. However, I do understand why Frontier would want to rethink Exploring as it is. If I were going to focus on exploration I think a handy device would be exploration limpets or satellites that you could either fire towards a planet and its moons and then recollect after they have done their job. So say you are able to buy 10 satellites for a million credits and use over and over.

I also like the idea of an exploration ship class. A new ship or line of ships designed for exploration. A smaller and much faster ship that doesn't need a long range FSD but much faster within a system. Wouldn't need any hardmounts but could have a lander bay or two and a lot of cargo area for being able to collect anything you find as you explore. This would make exploration just as important as bounty hunting or cargo missions.
 
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