Try a little to make exploration a real role

That's not an exploration ship ...
... actually it is and a very fine build to boot sir!

But as you showed use yours I feel obliged to show you mine :eek:

Although the starting chassis are different, the finished ships could almost be exploration twinsies.
Exactly - part of the charm with this game is the freedom to go out and do whatever we want with the things we are given.

I'm not going to be the person to say someone shouldn't try flying to Beagle Point in a Sidewinder, for example.
 
None of this is exploration
Make hull integrity able to drop to 0 and cause ship destruction
Why? Ive engineered the hull to withstand the long journey
Make exploration role ships have additional hull mass to add integrity, this severely reduces module space.
This makes your first idea nonsense and is a contradiction
Jump distance is about on par with decently loaded trader ships (not minmaxed) of similar size.
Why? Its a ship built for exploration not trading, its had the cargo racks (all but one) removed, in some cases its had items engineered for lighter weight.
If you strip down a car it will have less mass than one off the production line.
Exploration ships, and only exploration ship have an integrated hull integrity repair system that uses matter scooped from specific types of stars to function. Replenishing hull integrity.
Overly complicated and unrealistic, the very idea of Elite is you can use any ship you want for anything.
What matter can you get from different stars?
Exploration ships are tanky when hull integrity is full, but they have very limited hardpoints, due to all of the hull shielding and still needing to keep mass relatively low for jump range.
Anyone fitting weapons on an exploration ship should hang their heads in shame (unless for roleplay purposes).
Exploration ships cannot have modules take damage thru the hull until it is below 50%.
Again makes no practical sense, modules on any vehicle will take damage regardless of whether the bodywork took damage or not, entropy.
Optional module space is limited to a few size 1 spots and a single larger spot that varies by ship.
Why? you may as well just limit exploration to Sidewinder only, good luck with that, it was fun for a while.
Exploration ships can absorb more heat than other ships but also cool slower once heated up due to the thicker - specialized hull.
This can already be achieved through engineering, some ships also cope better with the heat of scooping.
This creates a distinct identity for the exploration role for ships. Multirole and trader ships would be significantly limited from the exploration role even if they had better jump distance due to the lack of the specialized hull and integrity repair system. It makes multirole ships less awesome at everything instead of what they should be: 'just ok' at everything.
With the exception of the Anaconda, most multirole ships jump less and have a smaller range than say the DBX/ASP/Mandy.
Notice i didn't use the phrase 'worse than'.
Exploration has never been about the best ship, its about the best ship for you and what you enjoy flying.
The two best ships ive ever taken to Beagle are my Python (MK1) and my Beluga - ships far from being the best at the role.

It also makes exploration a little risky. Not only does each jump kill you a little, but scooping to repair is at least a little risky as well, as it's a fine line between repairing and taking fatal damage.
Risk can be easily mitigated, in 1912 a very capable and experienced explorer and his team died in the Antarctic despite years of preparation.
Knowledge and equipment change, now we have exploration hubs on the Ross ice shelf and its pretty much expected you will get there and back intact.

This would make exploration ships ideal for exploring
They already are, regardless of the ship or build, the New Mandy is extremely overpowered, i recently took one to Beagle, was it any better than my Python?
Nope it just got there faster.

O7
 
None of this is exploration

Why? Ive engineered the hull to withstand the long journey

This makes your first idea nonsense and is a contradiction

Yeah, the only time integrity really has an effect is on deep space exploration. It’s so quick and easy to repair to 100% during every other activity.

And I quite like that, 3 months into an expedition, I have to be aware that my ship is a little more fragile than when I left the bubble.

Again makes no practical sense, modules on any vehicle will take damage regardless of whether the bodywork took damage or not, entropy.

The biggest risk to explorers is over heating the ship and frying modules. They say they want more danger, but this is negating it!
 
None of this is exploration

Why? Ive engineered the hull to withstand the long journey
No you didn't. You engineered bulkheads for weapon damage reduction. We can keep ship hull integrity completely independent.

This makes your first idea nonsense and is a contradiction
No it isn't and does not. You are mixing bulkheads with the ship hull. They are separate. With neo-exploration, i'm saying bulkheads, as they exist, do not protect against the kind of radiation close encounters with stellar objects and hyperspace without frequent maintenance from support ships and stations. Only special built ship hulls and related support systems can be self sufficient at the cost of module options and interior space to keep mass low enough to not reduce jump distance to unusable levels.

Explain how this is nonsense and contradictory.

Why? Its a ship built for exploration not trading, its had the cargo racks (all but one) removed, in some cases its had items engineered for lighter weight.
If you strip down a car it will have less mass than one off the production line.
You're not paying attention. The ships remain heavier than stripped down legacy ships. Because the mass is in the new hulls and built in systems that exist for neo exploration

Overly complicated and unrealistic, the very idea of Elite is you can use any ship you want for anything.
What matter can you get from different stars?
This is being changed. Again, you are not reading the posts. The existing way it works doesn't. It has made exploration a non-role. I'm making it a real one. Since exploration is otherwise just traveling...which all ships and roles do, it has to be differentiated in some better way to give it a purpose for being called a role.

The matter may not be matter that it scoops but bombardment with different wavelengths of light that cure or irradiate the hulls to trigger the repair polymers. Happy?

You know this game has stars that have surface temps below 0c that emit purple visible light. Infinitely available resources yet money still exists. Super powers with distinct 'cultures' despite being 1 jump apart. This game doesn't practice the 'realism' you are suggesting already.

Anyone fitting weapons on an exploration ship should hang their heads in shame (unless for roleplay purposes).
The limited hardpoints aren't only usable for weapons. Mining options use them too. But i would also suggest that no ships should be undefended. You can never be safe from hostilies in the elite universe.

Again makes no practical sense, modules on any vehicle will take damage regardless of whether the bodywork took damage or not, entropy.
Not with the explorer ships hulls. They are hardened and reinforced significantly to protect all integral systems beyond what is available to normal ships, at the fore mentioned sacrifices. So it makes perfect sense. Above 50% integrity the modules will take no damage at all.
This has no relevance to combat situations except in defense because explorer ships will be incapable of any realistic offense or destructive ability. The primary reason for this change is to limit how often module repairs need to be done or if the player wants to avoid needing to equip the module to do auto repairs.
Why? you may as well just limit exploration to Sidewinder only, good luck with that, it was fun for a while.

You aren't reading so i dont know why you are bothering to respond to the thread.

This can already be achieved through engineering, some ships also cope better with the heat of scooping.
This isn't fuel scoop heating. It's much closer and hotter to do the integrity repairs on the hull. It's outside of the limits of normal ships and rides the edge of being too close to remain in sc for the stellar bodies.

It is a bit odd that to fix damage caused by hyperspace and various radiation, you need to dive into some high (specific levels) of radiation but thats how it works. It's different kinds and does the job.
With the exception of the Anaconda, most multirole ships jump less and have a smaller range than say the DBX/ASP/Mandy.
Notice i didn't use the phrase 'worse than'.
Exploration has never been about the best ship, its about the best ship for you and what you enjoy flying.
The two best ships ive ever taken to Beagle are my Python (MK1) and my Beluga - ships far from being the best at the role.
You aren't describing exploration. You're describing traveling in a risk free galaxy with nothing seemingly keeping humanity from easily spreading to anywhere in the galaxy. I'm creating exploration where fdev has given us really nothing when not hand placing bits of things to find. I'm creating a reason why humanity has to spread from the bubble slowly. I'm creating a purpose for why exploration is limited and thus pays credits as a viable role. The current game does none of those things. This is a correction as much as it is including new gameplay. Doing anything you want in any ship devalues the ships and the activity. While the game wont stop you from taking a nonexploration ship to neo-explore, you will have a vastly harder time doing it with less effectiveness at profiting from the activity or it would necessitate bringing support ships (carrier) with you. That might make it even more rewarding to do so with such ships at a personal level.


Risk can be easily mitigated, in 1912 a very capable and experienced explorer and his team died in the Antarctic despite years of preparation.
Knowledge and equipment change, now we have exploration hubs on the Ross ice shelf and its pretty much expected you will get there and back intact.
How is this relevant? In the game, exploration is intended to be a valuable role. If it were easy and safe, it wouldn't be worth doing as you would have already raced income to the ground with infinitely many potential 'explorers' doing the grunt work.

Since that kills the viability of the role, (and why current exploration is a boring joke), this state cannot exist in the game. The role is desired to exist. Players desire to be paid to do it. Therefore risk must exist and gameplay must exist around the activity that justifies the reward and existance of the role.

If we wanted to try and use real life to back up your points the entire game would be nothing more than robots flying around because in no way would humanity have not solved the hazards and risks of everyday space travel and exploration by not using robots instead of humans...but that would be a boring game.


They already are, regardless of the ship or build, the New Mandy is extremely overpowered, i recently took one to Beagle, was it any better than my Python?
Nope it just got there faster.

O7
Getting to places isn't exploration. It's travel. While some changes in neo-exploration would impact extreme long distance travel, it's not what i'm concerned with. I'm concerned with improving exploration. Exploration is about lots and lots of usually very short jumps as you scan sectors of systems. It involves very long stays away from stations or carriers.

Neo-exploration is about breaking away from traveling and finally being a distinct role with a distinct purpose. And it's about shutting the access to the deep galaxy down so that it's more of an accomplishment to get to remote places, without having to roll back the jump inflation that fdev has needed to appeal to the fact that travel in this game is a boring activity that everyone would rather do as little repeating of as possible.
 
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This is being changed
Luckily it isnt
Mining options use them too
Anyone equiping an exploration ship for mining also needs to give their head a wobble
You're describing traveling in a risk free galaxy
Nope, try 10G
Neo-exploration is about breaking away from traveling and finally being a distinct role with a distinct purpose. And it's about shutting the access to the deep galaxy down so that it's more of an accomplishment to get to remote places, without having to roll back the jump inflation that fdev has needed to appeal to the fact that travel in this game is a boring activity that everyone would rather do as little repeating of as possible.
I know a bit about exploration, I've been to the far points of the planes, I've visited every known tourist beacon, circumnavigated the galaxy, why does it have to be difficult?
If you want thrills and spills then do PP or trading in Open.
Exploration can be challenging on high grav planets but other than that i just want to explore, i have afmu's and repair limpets in case of an accident, it really doesn't need to be more complicated than that.

O7
 
Luckily it isnt

It's quite unlucky that it isn't. Because as it exists now, exploration is pointlessly devoid of gameplay. It's just background passive filler where the only accomplishment is not falling asleep or quitting from repetitive boredom.

Anyone equiping an exploration ship for mining also needs to give their head a wobble
In what game ? The laughable pirates only spawn near inhabited systems. There is nothing in the game that actually puts miners at risk....even with the pirates because thier behavior is 100% predictable and easily avoided.

Nope, try 10G
Exploration doesn't require landing. Exobiology does . Either way, landing on a planet you specifically choose to land on isn't a risk. Not until the things on a 10G planet are worth much more (or are unique) than smaller gravity planets. Feel free to make such suggestions... I'm not really interested in exobiology...not until the organisms are upgraded to something interactive and dangerous or difficult to reach.

I know a bit about exploration, I've been to the far points of the planes, I've visited every known tourist beacon, circumnavigated the galaxy, why does it have to be difficult?
Because this isn't a baby game. It's advertised as taking place in a dangerous galaxy. NES Mario brothers' levels are more dangerous and require more skill than current exploration in elite. I've also spent literal years in deep space tens of thousands of ly from any stations...including carriers. I've been to beagle and navigated around the galaxy. Never died. Never even been close except when playing sleepy or watching tv while 'playing'.

Exploration deserves more. It deserves to be something you can be good at in more than just 'i can suffer through boring stuff better than most people would be willing to'. It should have gameplay involved and a skill based option that allows players better at it to achieve more....like how games work. And it should have natural limits on progression that give risk to player actions that hope to progress in it....rather than just the hopelessness of knowing that to get back to actual content in the game because you're aver honking at pointless systems that wont matter, you need to do 300 more jumps.

If you want thrills and spills then do PP or trading in Open.
Exploration can be challenging on high grav planets but other than that i just want to explore, i have afmu's and repair limpets in case of an accident, it really doesn't need to be more complicated than that.

O7
Stupid response. Like exploration shouldn't be exciting and at times stressful. Not just when you optionally do something you dont need to like land on a planet. Optional risk in gameplay is more than about something being avoidable, it needs to gatelock something related to the role /activity /mission that can only be acquired by doing but isn't required to ultimately succeed. That doesn't exist for landing on planets in relation to exploration. Maybe some suggested new thing could change that. Bit you've suggested none, and my ideas are geared toward ship based gameplay at the moment....i've got nothing to say about srv or foot gameplay being incorporated. But i dont oppose such ideas....i'm just not interested, myself, in that when i think of exploration as a role.

I get you want the status quo ...but your reasons for doing so are lame and simply ignore that there is any problem with exploration. Which i find to be willfully blind to the overall public experience of the game in that the roles and mechanics involved are extremely lacking and simplistic to the point of being immediately repetitive and boring and predictable. Maybe it being this way allows some players to feel accomplished by how such tedious repitition turns off most other players despite the lack of skill needed...or maybe they just dont care about the game and just like being casual. I'm opposed to both as the game currently exists (no 'do it yourself' server for single player and mods). I want exploration to be as exciting as pvp and these are some of the steps i think would best start the journey there. At least that level of excitement for the players trying the higher tiers over the base game loop mechanic.

If your idea is the status quo is fine, the suggestion forum isn't for you. If you want to improve exploration some other way, you can describe your ideas if they dont align with mine if you want and we can discuss.


Either way the forum isn't being fielded for upcoming work fdev is doing. So dont worry if the status quo is your ideal. There's no need to defend it. All these ideas and discussions are just imaginings between players. We'd have a very very different game if fdev listened to the forum.
 
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It's quite unlucky that it isn't. Because as it exists now, exploration is pointlessly devoid of gameplay.

But how is making integrity repairable from scooping adding gameplay?


It's just background passive filler where the only accomplishment is not falling asleep or quitting from repetitive boredom.

It’s clearly not you type of gameplay, and that’s okay. But many of us like it.
 
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