The navigation iteself is not bad to be honest. I don't mind doing it and it's quite simple to get your head around if you read about azimuth etc.
What gets me is poor story-telling in game and lack of any tools to get engaged in the story. If the player is forced to reduce the graphic settings in order to be able to spot a dark blob on a planetary surface that may or may not be an abandoned base, there's something fundamentally wrong with the implemented mechanics.
I realise this game is a sandbox, there is no handholding, we're not all heroes saving the galaxy etc., but for Goids' sake, give us something interesting to do when we want to engage with the main story line.
A couple of simple things that would get many more players involved in this and gave them some sense of accomplishment and being part of the story:
1) Locations of things like INRA bases or crashed ships or mega ships should be passed on via existing in game mechanics, like Tip Offs or In-Space Missions. Tell the player that there is something interesting to look for, give us a dramatic message that a new SOS signal was discovered on the planet so and so in the system such and such. At APPROXIMATE coordinates of X,Y.
This will allow for all the players that want to get involved to go there and search the area. Note this can be achieved with existing game mechanics and probably does not require a lot of new development. Should be relatively easy improvement to do.
In this way you:
1) Inform the players about the ongoing story and a new part of it.
2) Bring the players together
3) Make them feel like they are actively taking part in the progressing story.
4) Give them an in game goal to achieve, related to the story line
5) Include more players in the available content rather than exclude them
6) Still make the content optional and not mandatory
7) Keep the story IN GAME, rather than out of the game.
2)
A new module designed to scan a large parts of planetary surface for signal sources, anomalies and POI locations.
This module should allow a player that receives the information from point 1) above to go to the designated location and scan the surface, which would give some sort of an indication where the POI/crashed ship/abandoned base/anomaly source/signal source is. It would replace tedious visual searching with graphics set to low details.
Granted, this is new module and new mechanics that require development, testing etc., so not as easy to implement as point 1) above.
Alternatively, we could use the Detailed Surface Scanner for that.
You achieve the following:
1) Give players an actual tool they can use in game to search for "mysterious things"
2) Include more players in the process, making the story more accessible
3) Reduce the numbers of players that won't get involved and instead will watch the stuff on YouTube
4) Reduce the need to wait until the most dedicated players that don't mind to get involved in a tedious process of manual planetary surface searching do their job
5) Reduce the need to visit the forums/reddit/other media to get the information, following 4) above
This game needs more involvement in the story from the players, but the story needs to be accessible and easy to follow. We need in game information and in game tools to be able to engage with it. We need better presentation of the story, and here I will shamelessly plug a related thread that I started regarding Community Goals as story progression tool - feel free to read and contribute:
https://forums.frontier.co.uk/showt...-content-delivery-and-story-progression-tools