Jump range is important more for just racing places. Fuel scooping potential and efficiency, and also things like supercruise maneuverability and so on are more important for exploration efficiency. More time exploring, going about your business, whatever that might be, and less time waiting for game mechanics.
If your business is racing off somewhere, then jump range is more important for you. This has nothing really specific to do with exploration and has just as much to do, if not more so, with the other careers in the game, like trading, where jump range is more important to be more effective at it.
Jump range is nice to have, but it isn't really so much of an exploration specific game mechanic, unless your brand of exploration is trying to reach the outermost fringes of the galaxy (when compared to others doing the same), or similar, which is more of a niche type of exploration. Jump range doesn't much affect systems explored per time the way fuel scooping does.
In a sense, jump range is more of a capability to avoid exploration and get on with whatever else you'd rather be doing in the game – I'm not saying there's anything wrong with that specifically, and in fact it can be a nice optional ability to have (even when out exploring, ironically enough); I'm just calling it like I see it. Personally, I'd rather see more to exploration itself than enhanced ways of avoiding or selectively circumventing it through quality-of-life or accessibility type travel mechanics. We'll see what Q4 brings, but I'm somewhat optimistic, and hope Frontier take these things into consideration when further enhancing and developing exploration gameplay.
TL;DR: I'm hoping for more "meat on the bones" for exploration gameplay. Just boosting up the jump range and adding other accessibility or quality-of-life type travel mechanics, while nice to have at times, doesn't really do that other than perhaps in certain niche scenarios.
If your business is racing off somewhere, then jump range is more important for you. This has nothing really specific to do with exploration and has just as much to do, if not more so, with the other careers in the game, like trading, where jump range is more important to be more effective at it.
Jump range is nice to have, but it isn't really so much of an exploration specific game mechanic, unless your brand of exploration is trying to reach the outermost fringes of the galaxy (when compared to others doing the same), or similar, which is more of a niche type of exploration. Jump range doesn't much affect systems explored per time the way fuel scooping does.
In a sense, jump range is more of a capability to avoid exploration and get on with whatever else you'd rather be doing in the game – I'm not saying there's anything wrong with that specifically, and in fact it can be a nice optional ability to have (even when out exploring, ironically enough); I'm just calling it like I see it. Personally, I'd rather see more to exploration itself than enhanced ways of avoiding or selectively circumventing it through quality-of-life or accessibility type travel mechanics. We'll see what Q4 brings, but I'm somewhat optimistic, and hope Frontier take these things into consideration when further enhancing and developing exploration gameplay.
TL;DR: I'm hoping for more "meat on the bones" for exploration gameplay. Just boosting up the jump range and adding other accessibility or quality-of-life type travel mechanics, while nice to have at times, doesn't really do that other than perhaps in certain niche scenarios.
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