Thoughts of a space-mad explorer. (Adding depth and proper reward to exploration)

I have explored a lot.

I've made over 5.5 billion credits from exploration. I've traveled half a million light years. I've found undiscovered biologicals of all sorts, found ringed earthlikes, stellar phenomena.

I think it's fair to say I'm pretty experienced as far as Exploration is concerned. I'd wager I'm easily in the top 1% of explorers.

In this time, I've noted some...lets call them issues with the exploration gameplay loop. And given there's been some recent effort on the part of FDev to rectify discrepancies like this in the game, I thought this might be the perfect time to propose ways to rectify the issues with Exploration.

First off: What are the issues?

1. Exploration is basically a slot machine simulator.

When it comes to basic exploration, the gameplay loop is pretty simple. You pick a route and jump into a system, and hope something lucky springs up. If it does, you fly to it and scan it; if it doesn't, you jump to the next system and repeat.

Yes, there is a certain degree of influence players can have over this process, but for the most part, this influence is just knowing how the game works. Step one, learn to sort by star class. Step two, maybe learn mass codes. Step three...there is no step three. At this point you're basically operating at 100% efficiency. The amount of actual skill and/or improvement that is possible is relatively minimal.

The sad part is, there are actually existing mechanics that could improve this. For example, the efficiency bonus could reward particularly skillful players with greater bonuses. Unfortunately, the current design, post-engineering, basically just means the player does exactly the same pattern every time, and since you'll never need more than about four probes for any worthwhile planet, you never need to worry about it. Alternatively, the full-system-scan bonuses could have offered opportunities for on-the-fly math, as players try to calculate whether or not fully scanning or even mapping a system might be worth it, but the answer there is very, very simple: No. It is never worth it.

This leaves you with a sad reality where all there is to do is pull the lever, again and again, hoping that this time, you'll find the new Collection of Wonders and can go make a reddit post about it.

2. Exploration payouts are wildly disproportionate to actual rarity and entertainment value.

There are a lot of cool things you can find out in the Black. There are a lot of things that pay(pretty) well to find. Unfortunately these things are not often in alignment.

A. Finding a Ringed Earthlike is EXTREMELY rare. ELWs alone are quite rare, and a ringed ELW is less than 1/100 of that. But a Ringed Earthlike, despite its rarity, pays just as well as any other ELW.

B. Finding Biologicals are also extremely rare. Searching randomly, you can go for hundreds of systems without finding a single one, and even searching purposefully for them can take much longer than simply searching for terraformable water worlds or earthlikes. How much do they pay out for discovery? 50k, same as any other codex discovery.

C. Finding Notable Stellar Phenomena are EXTREMELY rare. I've found dozens of biologicals in my explorations, but only maybe five stellar phenomena.

D. Finding a Black Hole is especially, phenomenally rare. I've never found a single undiscovered black hole. How well do they pay? About 25k each.

Meanwhile, every single terraformable high-metal world is worth an inexplicable 2 million credits. What POSSIBLE use does the bubble have for ANOTHER terraformable world 25000ly from the bubble, when they already must have millions in walking distance? Finding these and mapping them isn't exploration. It's not even mapping. At best it's coloring inside the lines.

Which is a pretty good descriptor of the current state of exploration as a whole. Exploration: the word evokes imagery of boldly striking forth, exploring things no person has ever seen! And yet the vast majority of what you ACTUALLY do is scan ten thousand identical terraformable planets because each one gives you that same two million credit payout.

Commentary

Now, don't get me wrong. If you can't tell from my time invested, I enjoy the Exploration gameplay loop. But that doesn't mean I think it can't be improved. Right now, it's basically a slot machine, but that slot machine could become blackjack, and the jackpot could go from being 20 bucks to 2000 bucks, really driving players to constantly search for those rare moments of unique discovery!

And there is definitely room for that improvement to take place!

Current statistics are something like this:

Mining Peak Income: 250m/hour

Combat Peak Income: 400m/hour

Exploration Peak Income: 25m/hour.

Now, this can be improved via the Li-Yong Rui bonus, but even after tripling your income, you're still only about a third the income rate of Mining, and with far greater risk besides. If a miner dies, they lose one load of minerals, and probably less. PVE-wise, combat players pretty much CANT die, because engineering makes ships so durable, and even if they do, they only lose maybe an hour of gameplay. If an explorer dies, they can lose hundreds or THOUSANDS of hours of play. It's no joke.

Now I want to be clear here; my focus isn't primarily on income itself. Income is a means to an end. My objective is to make the exploration gameplay loop more interesting and engaging. But you can encourage this by making interesting things actually rewarding. If I find a ringed neutron star or a black hole, it should be exciting on MULTIPLE levels, in terms of the joy of discovery AND the excitement of a big credit payout. Adding the credit payout doesn't take away from the raw joy of discovery; much the opposite, it only compliments it, making it stronger than ever, driving each and every subsequent discovery.


Change 1: Dramatically alter the value of truly rare objects.

Finding a ringed object should multiply its value by a pre-set amount. A ringed gas giant obviously wouldn't be worth much more than a normal gas giant(though still more: mining is a thing, after all), but a ringed ELW should be more valuable in accordance with its relative rarity. A 10x multiplier wouldn't be uncalled for. Some of these bonuses would need to be manually set: Neutron Stars, for example, aren't particularly rare, but ringed neutron stars are very, very rare. The value wouldn't need to be that high even then, as a ringed neutron star has little in the way of functional value, but it might have tourism value or something of that ilk, so it should at least be worth as much as a standard ELW.

This would also apply to biological discoveries. Flying to a terraformable planet and scanning it takes about 3-5 minutes in most cases. Actually flying down to the surface and scanning a biological signal easily takes the same amount of time, and is both far more dangerous and far more rare. Therefore, it should pay out more than twice as well as scanning the aforementioned terraformable.

More than that, these rare discoveries should also have a substantial multiplier on the rest of the system. Exobiologists are going to want to know what kind of a system they're potentially setting up shop in, and will want the best experience possible. If there's an ELW there, they'll REALLY want to go to that system to do research, so the presence of the biological will multiply the value of the ELW. The same should go for Stellar Phenomena and Black Holes; they shouldn't just be valuable in themselves, they should also make the entire system more valuable. This leads neatly into the next suggestion:

Change 2: Adding a skill component by modifying the existing mechanics, such as the DSS, FSS, and Full-System Scan bonuses.

There are basically two mechanics in the game right now: The FSS, the DSS. Each of these are also capable of getting Full System Scan bonuses. Unfortunately, these bonuses are currently functionally irrelevant, because the bonuses they provide are so small they might as well not exist.

FSS - Full System Scan

If you fully scan a system, you get a bonus of 1000 credits per body. Lets take an example case; a system with 5 high-metal planets(worth 30k each to scan) and one icy body(worth 1300+full system scan bonus). After you've scanned all five HMPs, is it worth searching for the icy bodies?

Tick, Tock, Tick, Tock...BZZZT!

The answer is...no! Scanning that icy body, even with all those other planets already scanned, will earn you just 6300 credits. Even in this theoretically ideal system, you'll likely be losing credits to search for that last body.

This is the opposite of how it should be. The ideal system is one where players need to think about the optimal path, analyze the system, and figure out whether or not searching out that last body is worth the effort.

DSS - Detailed Surface Scanner

Now, how about the DSS? This has another mechanic that should, theoretically, reward skillful play, but unfortunately, it doesn't. This mechanic is the planetary scanning efficiency bonus.

The reason for this lack of complexity is because it always provides exactly the same bonus regardless of planet type, and it's easy to consistently get below the needed number of probes, after which, you just stop caring. For example, I could PROBABLY manage to scan most 6-probe planets with three probes, but why would I bother? I just launch four and be done with it. But 'being done with it', is the opposite of good, engaging gameplay.

This is why the bonus provided should adjust dynamically based on how efficiently the player is able to map the planet. If I map a 6-probe planet with 3 probes, I should get additional bonuses beyond the initial bonus, and even beyond the bonus for mapping it with four probes. This makes each planet different, because no two planets, even among the same probe count, are exactly the same size, and that means I need to evaluate its size and judge whether or not my probes in one formation will work, or whether I'll need to swap to an alternate formation, adjust my distance, compensate for my speed, and so on. It takes what was a very basic and dull mechanic and adds much-needed complexity.


Full System Mapping

Full System Mapping falls under exactly the same problem as FSSing, except about a hundred times worse. FSSing the entire system at most wastes a few seconds, maybe a minute or two for a particularly massive system. DSSing a entire system can take multiple hours. What reward do you get for this? 10k credits per body!

Frankly, this is the one that bugs me the most. It's almost insulting. Why even bother offering such a paltry sum? Fully mapping a system with 12 icy bodies would take an hour and pay you a glorious 180k credits.

Now, don't get me wrong; I don't think you should ever want to map a system with 12 icy bodies. But right now, you never want to fully map anything; the bonus might as well not exist.

The natural solution to this is to extend the above DSS enhancement to the entire system, but on a more profound level. For example, each probe under the efficiency rating might boost the value of the system as a whole by 3-5%. For example, scanning a 6-probe body in 3 probes would boost the value of the entire system by 9-15%.

This has an interesting side-effect! It means that for the first time in history, Gas Giants might actually become worth mapping! In fact, gas giants become fairly significant boosts to income, because a single gas giant can have a probe count of 20 or above, meaning that one planet might increase the value of the entire system by 30-50%.

At this point, fully mapping a system becomes a complex puzzle. You need to account for travel time, total number of bodies, mass, radius, the value of valuable bodies in the system, and other factors, to judge whether or not a system is worth fully mapping. Maybe that distant gas giant might not be worth scanning, but - what's this? It has a terraformable moon? Suddenly everything changes!

What was once a completely meaningless mechanic, ignored by everyone, becomes a significant enhancement to the enjoyment and depth of exploration.

Now I know some will wonder why, from a lore perspective, would scanning a system with less probes result in a better payout?

The answer is simple! Once you have put probes on every body in the system, they will release a full-system scanning pulse, linking every probe in the network. The less overlap there is between probes, the less interference these probes will experience, and the higher quality the scan becomes! This allows them to pinpoint sources of resources with high accuracy, dramatically increasing the value of the system, as they can plan around these things before leaving the bubble, rather than needing to go scan the entire thing again and potentially not finding what they're looking for!

Simple! For the interests of saving dev time, there will be no visual depiction of this taking place, but you'll see the results at the payout screen!


Change 3: Remove the Li-Yong Rui Exploration Bonus.

Last and hopefully least, this should have happened ages ago, honestly. Players are functionally forced into pledging to Li-Yong Rui to make any appreciable income on exploration. It's the difference between making 1/3rd as much as a miner, versus making 1/9th as much as a miner.

Buff everything else up 3x as compensation. There is literally no downside to this; you're saving players from doing meaningless hauling for a power they don't care about, you're saving the power from players who are probably hauling to the wrong place and causing no end of trouble, it's a win-win. Replace it with 25% better fuel efficiency or something.




Anyways, these are the ideas of someone who has clearly spent far too much time exploring, and has probably gone space-mad ages ago.

I'd love to hear people's opinions on them.
 
I hate to say it, but this whole post feels like a rehash of the the FSS implmentation.

The exploration community was begging for content, and Frontier kept dangling money in our faces.

As a point of reference, I made about 285 MCr when I cashed in the original Distant Worlds...
 
I hate to say it, but this whole post feels like a rehash of the the FSS implmentation.

The exploration community was begging for content, and Frontier kept dangling money in our faces.

As a point of reference, I made about 285 MCr when I cashed in the original Distant Worlds...

Mostly it's a refinement of the existing mechanics. Most of them are poorly implemented, and with just slight tweaking, could be made exponentially deeper and more complex.
 
Yea I agree with OP, exploration could be more engaging.

On the 1 hand, space is big and most likely full of absolutely naff all.

But on the other, the exploration game loop is dry.

I think better payouts would be a good thing. But more than that, it needs more content.

Derilict guardian ships
Failed colony outposts
Isolationist colonies
Criminal outposts
Secret corporate R&D labs

And I get it, there are lots of stars, there are only so many devs... So...

Player created bases / outposts

Why pay devs to make the content when the players will make it for free. Also I'm pretty sure emergent gameplay is still a current year buzzword
 
I think better payouts would be a good thing. But more than that, it needs more content.
They've already increased the "payout" by one, perhaps two, orders of magnitude since the implementation of FSS, and FSS came with an increase.

The OP states that he has made 5.5 GCr with exploration; unless you are part of DSSA, thus financing a player "base" in the deep, more money doesn't really do much for exploration.

Unless you are "keeping score" with your earnings, this entire thread strikes me as an attempt to make exploration even more about money than it has already become with a corresponding devalue of the other aspects of that gameplay. Bluntly, it seems like a, "Do Something" statement, but the something isn't really an improvement, just another meaningless sop.
 
OP the only one of your suggestions I want to comment on without additional thought is the DSS efficiency bonus and changing the reward based on how much you beat the target by would be fun.

I don’t understand this bit
The answer is...no! Scanning that icy body, even with all those other planets already scanned, will earn you just 6300 credits. Even in this theoretically ideal system, you'll likely be losing credits to search for that last body.
how does that lose you money? I can see how it might slow things down but actually cost more?

Another point are you including mission payouts in that figure for combat earnings?
 
I agree there's a need for an overhaul. I think you could reasonably argue that rings around an elw aren't intrinsically more valuable, for example, but I would very much like to see a big boost to scans of biologicals- landing takes time and landing on the right world in the right place should be well rewarded. It would encourage the very rare, but entirely optional risk of high g landings. I would ideally like to see more content, of course. Go atmosphere skimming near gas giants for biological samples with a new utility slot fitting, say.
how does that lose you money? I can see how it might slow things down but actually cost more?
Opportunity cost- you can make more in the same time by jumping away and not scanning it. Make full scans a system value multiplier and I am sure its worth would become more context dependent.
 
I agree there's a need for an overhaul. I think you could reasonably argue that rings around an elw aren't intrinsically more valuable, for example, but I would very much like to see a big boost to scans of biologicals- landing takes time and landing on the right world in the right place should be well rewarded. It would encourage the very rare, but entirely optional risk of high g landings. I would ideally like to see more content, of course. Go atmosphere skimming near gas giants for biological samples with a new utility slot fitting, say.

Opportunity cost- you can make more in the same time by jumping away and not scanning it. Make full scans a system value multiplier and I am sure its worth would become more context dependent.
Right so it isn’t an actual loss it is merely not making money as fast.
 
Right so it isn’t an actual loss it is merely not making money as fast.
Sure, I was just saying how I read earning 6300 credits as losing money, I don't think there's another sensible reading.

OP is right (if they're saying this), it's badly designed because it's basically never worth it to do a full system from a credit pov.
 
Sure, I was just saying how I read earning 6300 credits as losing money, I don't think there's another sensible reading.

OP is right (if they're saying this), it's badly designed because it's basically never worth it to do a full system from a credit pov.
Never mind the money, I get eye twitch if I don’t complete the whole system.

Never mind the money full stop. Put more random stuff out there to find. A previous explorers burnt out wreck. A weird structure with no explanation. Anything.
 
Sure, I was just saying how I read earning 6300 credits as losing money, I don't think there's another sensible reading.

OP is right (if they're saying this), it's badly designed because it's basically never worth it to do a full system from a credit pov.
I have a very simplistic view of earning credits in this game.
If I have more credits when I finish an activity than when I start it is a profit, fewer credits than when I started is a loss.
Not making the absolute maximum possible profit is not something I bother about.
 
Never mind the money, I get eye twitch if I don’t complete the whole system.

I have a very simplistic view of earning credits in this game.
If I have more credits when I finish an activity than when I start it is a profit, fewer credits than when I started is a loss.
Sure, which is why I said "from a credit pov". It is probably true of a lot of players, but it isn't universal, though, or miners would always be happy with the first bromelite patch they find and wouldn't be doing things like LTD core mapping.

I, like both of you, do things like landing to scan bio signals. It's worth very little, but I like it. I won't lose anything if the game rebalances to favour these (very slightly more dangerous or time consuming) decisions.
Never mind the money full stop. Put more random stuff out there to find. A previous explorers burnt out wreck. A weird structure with no explanation
Oh, more content before anything else, definitely. I want a barometer utility so I can map ATM. pressure at lowest and highest points when Odyssey breaks.
 
C. Finding Notable Stellar Phenomena are EXTREMELY rare. I've found dozens of biologicals in my explorations, but only maybe five stellar phenomena.

D. Finding a Black Hole is especially, phenomenally rare. I've never found a single undiscovered black hole. How well do they pay? About 25k each.

I found 5 NSPs in one system once, plenty more in the region.

I find BH usually as the B star surprised you aint found one.

Maybe its the filtering you use. If exploring is just cherry picking for credits then its gonna be the same thing time after time.

Why would planetary outposts etc be in unexplored space KLY from the bubble? Its supposed to be mostly empty. Maybe NMS is more what you want?

But then Im not in the top 1% of explorers so what do I know.
 
I have a very simplistic view of earning credits in this game.
If I have more credits when I finish an activity than when I start it is a profit, fewer credits than when I started is a loss.
Not making the absolute maximum possible profit is not something I bother about.

Example; You're mining platinum, but you run across a rock with 66% Bauxite. Mining this rock technically earns you credits, but would still be actively negative to mine rather than continuing to search for a platinum rock.

My only point is that currently, the full system scan is only worth the opportunity cost if you already were going to scan the whole system anyway. I recognize that there are many players who will fully scan the entire system anyway, but that doesn't justify the mechanic essentially being irrelevant.

Every mechanic has the opportunity to add a portion of enjoyment to the game. All I want is for that enjoyment to be maximized.
 
Example; You're mining platinum, but you run across a rock with 66% Bauxite. Mining this rock technically earns you credits, but would still be actively negative to mine rather than continuing to search for a platinum rock.

My only point is that currently, the full system scan is only worth the opportunity cost if you already were going to scan the whole system anyway. I recognize that there are many players who will fully scan the entire system anyway, but that doesn't justify the mechanic essentially being irrelevant.

Every mechanic has the opportunity to add a portion of enjoyment to the game. All I want is for that enjoyment to be maximized.
I don't see the Bauxite as a negative, if before the end of the session I do find something even more profitable I can always dump the Bauxite if I don't I still have something to sell for a profit.

I find more enjoyment in the activities I am doing in the game than in worrying about the credits earned from them.
 

Deleted member 38366

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Having done alot of Exploration myself, I agree with many of the highlighted items.

- many Stellar Bodies that have a natural or even extreme rarity to them don't reflect that in the payout of a 1st Discovery (rare stars, ringed Neutron Stars, Giants/Supergiants down to Helium-rich Gas Giants, let alone the ultra alpha rare Glowing/Green Gas Giants)

- secondary Factors such as high-value rings (Mining) or even overlapping Multi-Hotspots aren't even included at all (recently someone discovered a 3x Platinum Hotspot in a Ring.... such a Body should be worth >alot< on a 1st Discovery + 1st Mapped); which is especially important as it connects Exploration with Mining and other social factors/attractors, finds like these can even re-shape the Galactic Traffic pattern to some extent.

- rare System constellations... they exist and many have formed well-known Tourist Hotspots due to their exclusive nature. However, Universal Cartographics never paid a dime extra for Systems i.e. containing a Ringed Earth-Like world, a Ringed Ammonia World and a Water World within the same System (or anything similar in terms of rare System constellations).

  • Codex.... a big one....
  • the hard-fencing of Biologicals/NSPs into Galactic Sectors IMHO was a mistake, instead "non-domestic" BIos/NSPs should still be a thing but extremely rare in more distant Galactic Sectors
  • Bio isn't Bio and NSP isn't NSP when it comes to rarity and resulting true Exploration value... payout of 50k for a Codex 1st Discovery in a Galactic Sector is basically nothing, 2.5k for Discovery of an already-existing-in-Galactic-Sector isn't meaningful either
  • plus, as said some NSP content or specific Biologicals are far more rare than others, hence they should pay accordingly
On top, there's another major issue....
What is the effect of Exploration on the Galaxy? Where's the feedback? Apart from the little effect on Factions/BGS, there is none.
I've never even read a GALnet entry (triggered purely by in-game events, not by posts in Forum or Social Media) like "CMDR XYZ is the first to 1st Discover 1000 Earth-like Worlds" or "CMDR XYZ has discovered 1000 Ammonia Worlds, which are now subject to Scientific Research".
Nada, nothing. - despite such things literally offering themselves for fully auto-generated GALnet news feed. People do something, GALnet eventually reacts.
Visible Exploration in the Galaxy or its effects on it (apart from isolated fluff Text from Factions or some Engineers) don't even seem to exist. It can be done excessively by CMDRs - but to no positive or any notable effect on the Galaxy or human civilization.

My personally biggest issues :
1) Universal Cartographics as a Service Provider and an improved Galaxy Map

No later than reaching highest Reputation with UC (Exploration ELITE Rank issued), it should be possible to purchase Information from UC.
What I'm continually missing is :
  • is this System already fully or partially explored?
  • where's the next location with xx LY of pristine and unexplored space?
  • where's my Filter for specific spectral classes?
  • where's my Combo Filters to show i.e. "Show only Unvisited G-Class Stars" or something as benign as "display all nearby Carrier locations within xxxx LY"
  • with Odyssey, I'd expect to be welcome (due to ELITE Exploration Rank) in a UC Admin building, pay up and let them use me their Stellarium which contains every single System known to them, with very powerful Filters permitting powerful searches or assessment

During Exploration Preparation, I'd like to acquire or at least view Data about any projected Target area. UC has the Data I'd need for that - but it can't be accessed, they don't sell it either despite having it. Even when on a Carrier, the onboard UC will only pick 10 random Systems to purchase (which btw. is bugged, as it'll happily sell data of pristine/unexplored Systems UC can't even know anything about).

2) total lack of surprises during Exploration

Not much needs to be said about it... It's all the same, always the same. The little variation coming across the Screen in those clean, tidy and typically 100% safe Systems that feel so utterly sterile and... Arcade.....
Exploration (over time) should have the potential to be full of surprises and "whoa!" Moments for dedicated Explorers. At this point it clearly is not.

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Given the recent release of Odyssey Alpha phase 3, I thought it would be a good idea to give this a bump. Many of the payouts for xenobiologist face the same sort of problems I highlight here. It might be easier to just fix them all at the same time! That way you can be sure everything is in balance with itself.
 
Glad you bumped it coz realised that one way would be to give the free ARX for actually discovering and exploring and not just when handing in /selling the data upon return. Am 'earning' less than 50 ARX a week while actually exploring then get all 400 in one go when selling.

I know its free ARX just seems a hindrance to free PJs and cosmetics to go exploring that I would get for same game time by staying in bubble.
 
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