Reminds me...
One of the things I always used to moan about was that we should have the ability to enable/disable fuel tanks, just like other modules, to create a "reserve tank".
That way, you could fit an extra tank in an internal slot, fill it with fuel and then you could go to your right-HUD, disable the extra tank and the fuel in it would never get used.
You could fly around, using the fuel in your main tank and, if you ever ran out of fuel, you could go back to your right-HUD enable the extra tank and you'd have whatever amount of fuel was in it to get you to a fuel-star so you could refill both tanks again.
Seems like that would be such an easy change to make and it'd be a huge benefit to explorers or other people who do stuff (such as extended use of SCO) where they risk running out of fuel.
But at the end this doens't change anything, just it is easier to manage fuel.
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I mean, how many players would that be likely to affect?
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Probably too much to left them here. Frontier knows how many players do such activity. Explorers aren't visible in forums usually, because they play alone a lot.
Or just the next time they docked.
That's not how porgramming works. It probably needs a LOT more work that it looks. All core changes, like ships, needs an update.
For reference, I use a tricked out Krait Phantom with reduced fuel tank size so I can navigate between distant stars (which I can then pull the carrier in to, if desired). It's not really even an exploration ship. It just has good internals and excellent range. Ironically, the thing exploration can benefit from - even if that range isn't always needed. Yes I could use Anaconda, but it's not optimised for exploration, drives like a barge and more or less forces buggy use for exobio.
I knew we understand each other
My point has never been "Anaconda is bad", either -- (it is just blessed with very low hull mass; Frontier know it was not a good design decision, but it's one we all have to live with, even Frontier) -- it's that a dedicated exploration ship, designed for that purpose and intent, shouldn't really play second fiddle to a large generalist ship (the Anaconda).
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But it has other advantages. At least it will be probably a choice if you want 2-3 years mode in jump range, or better handling, speed, sco, landing possibilities and probably even shields, because you still need compare exact builds. I have Annie with like 83Ly jump (full tanks), with SRV, smallest possible shield, but it is still ike paper plane in this size, and bad handling, bad speed, SCO usable almost only when I want to jump out from the planet.
Do I will be more satisfied when Mandalay would have 2-3 years more than Annie? Sure! Is it something what bothers me to the point I don't preffer Mandy than Annie? Not really, becasue I compare Mandalay to DBX, Asp X, or even Phantom rather than to the big Annie, and totally understand Frontier decision.
I see that almost everything in game is design to force players to accept compromise, and I like this design idea.
And, I wounder if Mandy would be like 100 Ly jump a lot of voices (as always) with texts like: "Oooh, why smaller ship has more jump range" "Now you foce me to buy Mandy for ARX" etc.
The fact is you can't satisfy everyone.
And still I am waiting to check really eddy build of Mandalay and second one: build what works for me, becase I feel like in my individual chocies Mandy could be even better in practical jumprange than Anaconda.
And really I can't wait.
Ah... and footprints looks like size of the vulture, so nice.