Jump range - is it really that important for exploration?

Hi there!

I noticed in every discussion about exploration ships: jump range is the first thing to pop up. But having visited over 2000 systems and got ranked Ranger, I have a growing doubt that this is not quite right.

First of all, before arguments start, let's draw a line between two completely different approaches to exploration:

- The first one is a discoverer (or tourist, or racer), who picks a destination and sprints towards it as fast and possible, scanning the sweetest spots on the way. The goal of a tourist is to visit as many interesting places as possible. However, "Insteresting" doesn't mean "profitable". In fact, you usually find that almost every "landmark" had been scanned before you, so you don't get your 50% extras. For this strategy, the jump range is actually very important.

- The second is a surveyor, who goes from system to system in some direction, or even without a direction at all, and scans every profitable object. Surveyor makes living from exploration, so the goal is to maximise the profit. As soon as you get beyond 1000Ly from the bubble, most systems are not scanned by anyone, and any system is equally likely to be valuable (depending on a star-type, of course), so there is no point of being picky about the routing.

Obviously, this is a vague division: everybody plays a combination of both styles.

Recently I was typically playing as a surveyor. Although I fly Asp with A5 FSD, I noticed that most of the time I don't use its potential and simply switch to economical route-planning. In this case, my route is far from the straight line, especially between the galaxy arms, but who cares: I got my scans. And I spend considerably less time fuel scooping.

So my conclusion is that the jump range is important only in some cases. However, there are more important properties that are missing from many discussions. For example, ship's maneuvrability in SC is probably the most relevant, especially speed-up and slow-down capabilities. But I have never seen any statistics on this or information on how it can be upgraded. I am sure there are other parameters that go unnoticed too.

I would really like to know opinion of other players, more mature explorers. What do you think?



Update:
I would like to thank all for very insightful discussion, and for pointing out where I was wrong.

These are the cases when the jump range becomes a crucial factor:
- when you want to travel home quickly.
- when you want to quickly reach an unexplored area.
- when you want the ability to switch exploration strategy.
- when you travel to the rim or above/below the galaxy plane.
- ... (think of any other? please tell us)

Also important for exploration:
- turning speed in SC.
- scooping speed.
- heat management.
- ...
 
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I agree with you. More expensive ships such as the Asp with an even more expensive FSD will also cost a bunch to keep maintained. Been thinking about doing some exploring in a Cobra or T6.
 
There are many systems that you need a large jump range to reach, so for the dedicated explorer who wants to go out there where no man has been before - yes jump range is critical.
 
Well you started off by stereotyping everyone. I normally find it insulting, its not a good way to prevent an argument starting. Do you want justification for taking a non-standard ship exploring ? You dont need one. Just take what suits you.
 
I can get just over 26kly from my Cobra, Silence Unbounded. She's good for most places but if you're trying to get as far up or as far out or to some isolated space then you'll want more range. For generally bimbling about and seeing what you find it's plenty though.
 
Jump range not important for the "grazing" part of exploration if that's your thing. Very useful to have a big jump range if you just want to get somewhere fast, this usually happens to me when I decide I WANT TO GO HOME!! I always set off with the intention that i will meander home but when that "I want to be in the bubble" craze hits, BOY does a good jump range help :)

I won't state the obvious (even though I am now about to do so :) ) , where systems are thin on the ground then obviously a good jump range is a plus :)

- - - Updated - - -

and don't mind Dommarraa - space can sometimes have a weird affect on how you treat fellow explorers :eek: ;)
 
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Also - the longer jump range helps when you just want to get back after being out in the a**e end of nowhere, not to mention wishing to get out of the bubble sharpish. You get the option to increase flexibility in your *own* approach.
 
There are many systems that you need a large jump range to reach <...>
There are even more systems that are so distant, you will never reach no matter what ship and drive you are using :)
And there are many many systems you will never reach because our life is too short!

My point is that you don't have to reach them to be a successful explorer. Reduced jump range will reduce your reachable galaxy size from 400bln to, say, 200bln. So what? There are still billions of systems where no man has been before.
 
There are even more systems that are so distant, you will never reach no matter what ship and drive you are using :)
And there are many many systems you will never reach because our life is too short!

My point is that you don't have to reach them to be a successful explorer. Reduced jump range will reduce your reachable galaxy size from 400bln to, say, 200bln. So what? There are still billions of systems where no man has been before.

Depends on ones definition of successful :) The devil is in the detail

Furthest, highest, lowest, mostest, fastest, completest, ... I'm running out of est's.... (and mostest was shoe horned in there)

But do you see my point :)
 
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Do you want justification for taking a non-standard ship exploring ? You dont need one. Just take what suits you.

I also hoped to find more information on other parameters, that are relevant to exploration. Or to have this sorted with respect to different styles of exploration.
But I didn't mean to offend anybody with stereotyping, I pointed out straight-away, that every player does both styles. I thought it is good to differentiate them.

Jump range not important for the "grazing" part of exploration if that's your thing. Very useful to have a big jump range if you just want to get somewhere fast, this usually happens to me when I decide I WANT TO GO HOME!! I always set off with the intention that i will meander home but when that "I want to be in the bubble" craze hits, BOY does a good jump range help :)
Yes, this is a very good point! :)
I didn't think about it, because I always planned my journeys there and back before starting off.
 
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People want a huge jump range so that they can get to SagA and back in quick time (not all people but some). General exploration you do not need a huge jump range. You need a decent 25+ jump range to cross the arms, and if you are trying to reach some exotic places you need 40+.
 
I'd just like to point out that there are explorers out there, Myself, Jackie, Ziljan, (I suspect Dommarraa is the same) and others who generally have some half baked scientific quandry we're interested in and we want to get to THAT spot, yes that one, 20 kylies from inhabited space, we want to get there as fast as possible and then scan everything we can get our fingers on for data, and then get back as fast as possible. Call me a tourist if you like, but I spent a week looking at nothing but brown dwarfs and iceballs for the cause of virtual-science.

In doing this we generally value a high jump range drive to cut down on the intermediate travel and to get across thin patches or in my case, through huge fields of unscoopable stars.

Jump range is important for many reasons. It's not vital, but then neither are heat sinks, shields, weapons, boosters, repair kits, extra fuel, fuel drones, or even high end scanners.
 
As soon as you get beyond 1000Ly from the bubble, most systems are not scanned by anyone, and any system is equally likely to be valuable (depending on a star-type, of course), so there is no point of being picky about the routing.

It seemed every star I visited up to about 2000Ly out had been visited by someone before me. Each time I'd get annoyed :mad: and not scan, despite the fact that I was mentally calculating the value of system without the first find bonus. Now it doesn't bother me, I've jumped into a few systems 20000Ly out where I'm not the first and scanned the lot :)

While jump range isn't that important I'd rather be exploring in my 35Ly ASP and doing 10Ly jumps than in a 10Ly ship when I want to get somewhere fast.
 
Well you started off by stereotyping everyone. I normally find it insulting.

Generalizing explorers... smh

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There are many ways to explore and all of them are valid. Saying "range" or "scooping speed" is unimportant to your narrow playstyle is as obnoxious as the people who brag about taking down an elite anaconda in a sidewinder.
 
- The first one is a tourist (or racer), who picks a destination and sprints towards it as fast and possible, scanning the sweetest spots on the way. The goal of a tourist is to visit as many interesting places as possible. However, "Insteresting" doesn't mean "profitable". In fact, you usually find that almost every "landmark" had been scanned before you, so you don't get your 50% extras.

- The second is a surveyor, who goes from system to system in some direction, or even without a direction at all, and scans every profitable object. Surveyor makes living from exploration, so the goal is to maximise the profit. As soon as you get beyond 1000Ly from the bubble, most systems are not scanned by anyone, and any system is equally likely to be valuable (depending on a star-type, of course), so there is no point of being picky about the routing.

Rather pointless generalisations. Yes, there are tourists and yes, there are surveyors. But I'm neither. I mostly travel long distances quickly, but only to go where I hope no one has been before. I'm not just talking about systems bypassed by previous explorers who have passed that way but whole areas or notable systems that no one has reached. I survey areas, but only if that *area* hasn't been surveyed before (or only by a very small number).

"Explorer" covers a lot of roles and trying to pigeonhole people into a small number is not going to work.

So my conclusion is that the jump range is important only in some cases. However, there are more important properties that are missing from many discussions. For example, ship's maneuvrability in SC is probably the most relevant, especially speed-up and slow-down capabilities. But I have never seen any statistics on this or information on how it can be upgraded. I am sure there are other parameters that go unnoticed too.
The Anaconda has the largest jump range, but it sucks when it comes to scanning. It turns really badly and if you accidentally overshoot a target then you really pay for it as you s l o w l y do a 180 turn. Coming back to colonised space and switching to my Asp I keep overshooting on turns because I'm expecting it to be so slow!

Not sure how best to categorise this sort of thing. I guess it would be possible to measure the time taken for a complete 360 degree turn whilst in SC at 30 kph since that would be easily repeatable.

Actual speed up & slow down is, I think, fairly constant across ships. It's a function of the FSD technology and determined by the strength of the gravity well you are in. But I've never tried measuring this across different ships so it could vary. But it's nowhere near as obvious a differentiator as rate of turn!
 
I'm one of those players who values jump range very high.
For exploration I think there are 2 ships which are clearly best,
(exactly those with the highest jumpranges :rolleyes:): Anaconda and Asp.

The only other very important considerations is fuel scoop size (speed). But that is very good on both ships as well.

I see OP likes maneuvrability so I would advise Asp in that case. But you really don't need more maneuvrability than that.
 
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