Improvements to GalMap for Explorers

The recent improvements added to the galnet during Beyond were great. They added a variety of filters that made travel, trade, and locating Guardian structures quite easy, but some of the features are failing to work as intended and in general didn't do nearly as much as they could to further facilitate exploration. I have a few suggestions that could improve the utility of the galmap and route-plotting that would make exploration and data-driven discovery more effective and enjoyable.

Fix "Visited" filter: The "visited" star system filter currently has only tracked my progress since the last major update. I have a sector where I've logged over 4000 jumps, and I intended to use the "not visited" filter to explore the region further without overlapping with myself, but the filter seems to have reset. However, I still can access the system map for all the places I have visited, so my visiting the system has been logged and preserved, but the Galmap filter is not properly reading or displaying the value; simple bug fix there.

Secondary filters: Many of the filters in the galmap are very useful, particularly for exploration, but we currently have a very limited capacity to poly-filter our routes. In the bubble, this can mean filtering by star class and population to avoid uninhabited and unscoopable systems. This is a very powerful tool, but is a rather toothless feature with population as the ONLY secondary filter. I understand these secondary filters are using a numerical value rather than a nominal value to filter, so that could mean that most filters are not applicable as secondary filters, but there are values that we can place in that secondary filter section: temperature, mass, age, luminosity. Those first 3 are verifiably applied to all stars, and mass at least is applied to systems in general with "mass tags" (e.g. Sphoef rw-x "D"7-43). Adding some more interesting stellar-forge related secondary variables could revolutionize exploration.

Stacking Filters: Additionally, allowing multiple filters to simultaneously apply to route when you tab away from them would also be a simple and powerful improvement to multiple aspects of gameplay, but particularly to exploration.

Set-Range Improvement: under the current system, explorers who want to modulate their jump range down from their maximum to pass through an area more thoroughly and efficiently have a few options: use economy routing, turn off your Guardian FSD booster, and/or pack a huge cargo rack and us the slider to pretend that it's full. Turning off the booster and using a size 7 cargo rack allows me to modulate my range down by 20 lyrs, which is great, but I needed to spend a size 7 slot on a cargo rack rather than a fuel scoop in order to do it; achieving my desired modulated range of 45 (-30lyr from max) would require 250 tons of cargo space (3-6 of my 11 internals). Economy routing is problematic because it modulates distance/jump too closely to local density of systems; economy routes will run 40lyr/jump in some regions and 5lyr/jump in other regions. Adding a function to manually set your jump range anywhere between your maximum range and 0 would be a drastic improvement for explorers wanting to pass slowly and efficiently through a region but without plotting 50 jumps to travel 400lyrs.

Final Comments: For the most veteran explorers, exploration often becomes less of a journey and more a "hunt" for the anomaly they seek. My own unicorn is a close-binary system consisting of a neutron star and a scoopable one that also has landable metal rich bodies, an ELW, and multiple gas giants with moons and a variety of ring types all within 10k of the drop point. Each of the these phenomena I have witnessed coexisting with each other, but not all of them at once. I know that certain conditions favor generating the unicorn that I am searching for. Particularly, I want to filter my route for Neutron stars with temperatures below 2 million Kelvin that have binary partners, and I want to filter out systems I've already visited too. I know many other explorers have similarly specific Holy Grails; introducing the opportunity for more varied and precise filters would make some of them more attainable and could allow for a more investigative approach to locating stellar anomalies and biological signals out in the vast unknown. With Distant Worlds 2 currently underway, improvements to exploration are of fundamental importance to the Elite Dangerous community. I hope you will carefully consider the merits of my suggestions.
Fly Safe, commanders, o7
 
Great suggestions.

But I would push and say that further Exploration enhancements should not make your unicorn search easier.

No-one should be able to scroll around the galaxy map and see details about star systems that have not been visited, had a Nav Beacon dropped on, and had the data sold back to Universal Cartographics.

Any stars in relatively close LY range, say 150 - 300 maybe would expose data on main star type, size, temp, age and possibly the likelihood of orbiting bodies. Outside of that, in a real hard-science game where exploration would matter a lot more, no more data and at no further range. FD could even add a discovery mode that did the 100-300 LY scan of preliminary jump data.
 
That is a fair criticism. Telescopic data (that could be reasonably included in the galmap without breaking immersion) can provide us with a small amount of crucial info. We can deduce using MODERN technology the mass, number or stars, luminosity, and approximate temperature of stellar bodies simply by observing their light and doing some gravitational calculus. I wouldn't expect anything that couldn't be derived from telescope data to be included for unexplored systems. Small bodies, stellar phenomena, geologic activity... we can't use telescopic data for really any of that, at least yet. Buuuut... the Galmap already includes info on number stars, type of stars, and star staging; these inclusions indicate to me that the galaxy has somehow been fully "charted" telescopically. I would like the Galmap filters to let us mine that telescope data to the greatest extent reasonable.

To your point on making my unicorn easy to find: I know what types of systems I want to run to find the unicorn, I can select systems from the galmap manually and jump to them solely based on my interpretation of the data available to me (star types present, mostly). I would like the galmap to allow me just filter for the conditions I'm already filtering manually by. No less difficulty, just less tedium. Adding in information on temperature or age would be adding to the data we get currently, so that would make the hunting somewhat easier. As above, I don't want an easy mode that tells me everything about a system, just the info that can be extrapolated from current scientific capabilities.
 
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I can get behind this. Don't have much time to express detail in why - but quick and dirty - the galaxy is tremendous. If I recall correctly, less than 1 full percent has been explored and the game is how old? Making this change would not be an easy button, but it would be an improvement toward helping people make their way to new discoveries. Everyone wants to feel like the time they can devote to the game will provide meaningful forward momentum toward their goals.

Kudos Garzvug.
 
This is an excellent suggestion. More control over filters, stacking filters, and especially choosing a specific jump range would make exploration more immersive, in my opinion.

Choosing a specific jump range for the filter would also eliminate the need for nonsensical work arounds like sacrificing a large scoop for an empty cargo rack.

Great idea, and well thought out and explained, OP! o7
 
Nice post OP. Developers have made some huge improvements but these few would really round out the changes they have made
 
Stacking Filters: Additionally, allowing multiple filters to simultaneously apply to route when you tab away from them would also be a simple and powerful improvement to multiple aspects of gameplay, but particularly to exploration.

That would be extremely useful, we need that! +1
 
I agree with Garzvug in this discussion.

I really don't have anything to add in here other than a request for the Docking Computer to not take up a slot as its a tad ridiculous to require one for simple software or a breadboard on a ship.

I also have a request, one more of many I am sure you have had in this arena, more in-depth tutorials for astronavigation and ship building being made available. The information on ship components is great to have but is totally incomprehensible to new community members as there is no explanation of what the alphabetical and numerical data actually means.

Discussion and explanation and in-game guidance and teaching are sorely lacking in so many areas. This lack has caused many people, including around 40 people in my entire Clan of 100+ people from Destiny, leave the game because they cannot learn the game's basics in a simple, straightforward, and comprehensible manner. This includes VERY bright people with Master's and other professional degrees. That's not a good thing. While the tutorials are present in-game, they are very sparse. Anything of significant support requires going out of game into multiple websites and digging through hundreds of youtube videos. This is exhausting and definitely reduces ones interest quickly. Or, getting lucky and finding in-game factions willing to teach. got lucky and found people to help me learn the game's basics who keep teaching my old self and dealing with my learning curve. I really don't have any suggestions for improvement other than somehow having a manual but I'm a kid from the 1980's who remembers the original Elite being on the shelf next to F-17 Stealth Fighter and Wing Commander. So, really, Elite loses a larger audience due to the lack of training in how to navigate its complexity. I know you're doing the best you can given circumstances and resources but you might think about how to solve for X in this issue.

Heck, dm me and I might be willing to help out. For free, even.
 
Oh Myyyyyy.... I cannot WAIT until you guys have to explain what all of this is, means, and how I have to use it. Y'all might want to just hold a shaved head contest as many will be pulling their hair out. You think teaching me up/down on Galmap was hard? Wait'll you have to teach me features of filters beyond KGBFOAM. Someone find my Geritol and get me a new prescription for anti-dementia pills... strap in, this is gunna be fun. And NO SHOOTING ME!
 
Well, to respond to your concern about cluttering the interface too much with more learning, the features proposed here would simply be "opt-in" features. I bet you don't have the filter for population active at the moment, nor use the cargo slider to manually lower your jump range currently. These features are there to make things more convenient and personalizable, but you are not compelled to use them. In the same way, the improvements I've outlined would add more freedom without increasing the amount of learning necessary to get started or have basic function.
 
I definitely agree with Garzvug on all aspects of this post. I definitely could not add more to the discussion of my own thoughts because it is very thoroughly covered in Garz’s paragraph. o7 garz and o7 frontier.
 
Interesting ideas. Its always interesting to find rare things. Rare neutrons, gas giants, a thread full of one post accounts....

Ah but ignore my humour, i wish you luck with your request. Remember that this stuff will have to work on consoles aswell.
 
Mr Burke I have not participated in many threads in the 6 months I’ve payed this game and started this account due to the many toxic comments I’ve seen people make on these threads.Therefore due to the toxic people I choose not to participate and deal with said toxic people.
 
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