Plus the DSS was essentially new - the only thing it replaced as a surface discovery mechanism was the MkI Eyeball.
Maybe. Yet for me the difference is that on the FSS you can learn and improve. Darkfyre99 made a tutorial about it during the beta, which I still would recommend everybody to read. There's some more things you learn by using it, get a feeling for, etc. It might not be the greatest game ever, but for being a new minigame within ED, I consider it rather good. I was expecting something much more boring and tedious. (Or something much more complex at the start, which the community would then cry to get nerfed, till it is utterly mind-numbing boring. ) FD managed to get to the middle ground here.
In contrast, I think my learning curve for the DSS stopped after using it less than a handful of times. You learn to judge the size of the circle and the length of the angle marker when firing the probe. When you have that down, there's nothing to learn any more, just repeat the procedure. (If I am missing something, please somebody let me know. But that's how the DSS looks to me. )
Thus I really think the DSS could use some work, to make it a more interesting gameplay element.
There currently isn't a single jump-in 'point' for a system. You arrive on the side of a star facing where you jumped from. This is why when you have a plotted route your next system is always on the far side of the star.
That's mostly true. I just dare to add a detail: in old times, the next system was not always on the far side of the star. You often jumped away at odd angles. The reason for that actually are jump ranges: with the high jump ranges we now have, the system almost always can find the next jump close to the straight line to the destination. If your jump range is low, the route calculation has to use other systems on the side, which results in a much more zig-zag route.
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