I'd be more than happy to have the advanced module minus the ability to target anything there (or the nav panel). Finding stuff with the FSS isn't difficult, and if I can see that there's an interesting colored gas giant there I'm happy to go back to the FSS and scan the gas giants. Easy peasy.
Of course, that doesn't help those who simply want to target a body and fly to it and not use the FSS. And there I guess is the issue - no one size fits all solution is perfect.
Perhaps the only map that could be targetable would be the anonymous one, and the advanced one wouldn't populate the nav panel... Eh, getting awfully complicated.
Honestly FD, just give players some alternatives on how to explore...![]()
Having the blue blob effect from the FSS Scanner Screen be put onto the HUD, requiring either moving closer or using the telescope (FSS Scanner Screen) to obtain more detail both makes sense and allows more ways to achieve a goal than having to either triangulate (more effort than I am prepared to put into finding what are almost certainly uninteresting bodies) or only use the telescope fitted to a FTL vessel designed to move through and between systems.
Simply being able to target a thing and fly to it's precise location is dull, but it also achieves the desired objective. Ironically mapping a planet presents us with that exact dull, easy gameplay that simply gets the job done and the feedback (such as it is) so far has mostly been about obtaining the planet map in the first place (infinite probes, space golf etc) - the same issue that comes up with the FSS.
So I suppose I could summarise the contention with any discovery mechanic is that (in my view and my interpretation of the views others have expressed) the top level info should be quick and easy to obtain, with challenge or workload increasing in order to reveal further information. None of it has to be really hard, but a useful overview of the system should be the easiest/least grindy part, and finding a fumerole or whatever is the hardest or most skill/time based.
The discussion here is focusing on the initial reveal, and objections are arbitrary rather than rational. There is is nothing wrong with wanting what a thing looks like, or where it is, or what type of thing it is, or even all three to be the top level of info. For me it used to be what it looks like and not what type of thing it is, with the FSS is it what type. A picture supplies both of those, the wave analysis only one. The new system is objectively worse at providing a top level overview than the old one.
We have an included module that tells us what types of things are in the system. It makes sense that there be an optional module that tells us where they are and their relationships, and another that tells us what they look like. In a game with a heavy focus on it's imagery, during an activity where lots of screenshots are taken.
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