I don't typically resurrect an old thread and if it gets closed or locked I'm ok with that too, but how do some of you feel now that this was actually added to the game in the form of engineered FSDs with longer jump ranges and some ships jumping 250+LY with neutron star boosts? Obviously the boosts are limited and location specific, but the engineered drives are permanent (as long as FDEV says they are). So now you have ships that will do twice what they would do when this thread was created. Do any of you who said you'd be against it actually now have engineered FSDs and if so, how has it affected your exploration?
Soon after my return from my two month long roundabout expedition to the galactic polar extremities through Sgr A in a Diamondback Scout (documented here), I set about constructing The Ronin from the plans I had pieced together and mulled over for a new ship while on my return to colonized space.
The Alioth Independents faction was more than willing to grant me access to the Alioth system and temporary exclusive use of some of their shipyard and outfitting facilities at Irkutsk (never mind the pronunciation) in exchange for a portion of the cartographic data from my expedition. This way I was able to personally oversee the outfitting and testing of the ship without the distractions, inconveniences, and security risks involved in sourcing components elsewhere.
Special thanks to the Irkutsk facility management and crew for securing all of the necessary components.
Service Role & Capabilities:
The Ronin is a highly specialized, combat capable exploration ship designed to withstand, deter, and neutralize hostile threats when necessary, while still providing all the essential exploration functionality, though with the trade-off of having a fairly underwhelming jump range potential. It can also serve to function as a highly mobile and cost effective space superiority fighter, though it isn't ideal for bounty hunting as it does not contain all the recommended components for that.
In short, this relatively small ship is the "vigilante" of exploration ships, designed to roll with the punches and dish out justice between bouts of exploration to secure valuable cartographic data.
An ongoing mission to photo bomb catalog semi-local nebulae and secure their corresponding cartographic data.
Excluding file formatting and compression, all nebula images are unmodified and natively rendered with a resolution of "8K" (7680×4320). They are taken roughly in line between Sol and the nebulae with their vertical center planes perpendicular to the galactic plane.
CNE Photo Competition submission, featuring the Jellyfish Nebula, the Large Magellanic Cloud, the Rosette Nebula, the galactic plane, and of course my ship, The Ronin – "Celestial Dreams" – non-edited category.
I use a tier 5 FSD range mod on all of my ships for the sake of efficiency.
Jump range is actually largely irrelevant to basic exploration where systems per time is how efficiency in basic exploration is measured. Fuel scooping, for example, is generally much more important.
Players that race off somewhere are essentially either racers (obviously), sight seers, truckers, or long distant jumpers (Distant Stars). As mentioned, this has little bearing on actual basic exploration. However, I suppose the exception to this would now be passenger missions which effect exploration rank.
Have you had your FSD engineered for longer jump ranges?
The intent of the OP was to ask people who do not explore much if they would explore more if they didn't need to make so many jumps just to get outside the bubble (depending on where you are when you being the journey). Instead, it was interpreted as "do you want extended range FSDs for exploring?" do which many explorers took issue with. Now I wonder if they have longer range FSDs and if so, has it negatively affected their desire to explore?
Human colonized space and previously tagged systems are insignificantly small in comparison to the total vastness of the galaxy and the number of systems within it.
The main problem I have with jump range power creep is that it shrinks the effective size of the galaxy down and serves to trivialize its vastness and scale, not so much its effect on exploration specifically. If something is too far away for convenience, players get the option of making meaningful decisions in the game and an added sense of agency and accomplishment in overcoming a perceived inconvenience or challenge, and if it isn't worth it to them, they don't have to do it.
Why? Surely it is better to resurrect a thread if you want to discuss the same subject, rather than create a new one and find that all the same things are repeated ad nauseam? Though of course, this subject has spawned millions of threads already.
And of course, instant travel (which is what was requested in the OP to get back from exploring) is an awful idea.
if you could return to your system with stations and outposts easier, faster and such, would you be more inclined to set off on a 1000 Lightyear plus mission of exploration?
I have a suggestion for instant return after a 1000 LY exploration mission: (and its not even an exploit)
The trick is - doing the math the right way.
If you plan to go on a 1000 LY exploration mission, and think the 1000LY way back home is too cumbersome for a "dedicated" explorer like you... your solution would be:
Plan your mission for 500 LYs.. then turn around after going for 500 LY (or do a circle) and fly the remainder of the 500 LY back home.
With this type of route planning your exploration mileage is actually 1000LY and when youre done with your last jump after covering 1000 LY, the next jump will directly put you back in an inhabited system.
Problem solved.
For once I agree with the mainstream opinion. Returning to civilization is part of exploration and should not be modified. No cheapy "insta-home" button for you!
Got to agree; No, no, no. Though, in a slight defense of the OP, I feel ya.
I now avoid that by turning around and heading back at the slightest hint of "Exploration grindiness" during the trip.
That way by the time I am really sick and tired of it the barn is in sight.
EDIT: Ooops. Just read the date on the OP. Wonder if he ever made it back?
I explore because I want to, not because it's a way to make money. Well, the money is nice, but it's more of "I want to see what's out there" than the money.
The thing is, it's not about the end result (ie, hand in data, get paid). It's more about the journey itself. You could come across a planet with pretty rings, or see twin suns each with a ring around it. It's uncommon, and it's an amazing sight. So you take pics, and you show other explorers, and we all admire it together with you.
The ONLY times I had ever wished I could return faster, intact, are for long, grueling Buckyball races. The first time I made it to Sag A* I wished for a quick return that didn't involve blowing myself up But later on I learnt to appreciate that the journey back is a much a discovery as the journey there.
The return does not need to be just a fast-tracking jump fest. Instead of heading out on a straight line and then returning the same way, return through a different route, and make the return part of the exploration expedition.
Also, bringing the data safely home to claim it is part of the exploration gameplay. Heck, currently its pretty much the only exploration gameplay.
Like the thread title says, if you could return to your system with stations and outposts easier, faster and such, would you be more inclined to set off on a 1000 Lightyear plus mission of exploration? What stops me from going that far is the fact that I have to turn around and come back. I would like to have a Lightyear jump in excess of 500 light years to get back. I would probably only jump a few light years on the way out so I can explore all of the systems.
I am wondering if that will ever happen. I don't understand the need to restrict jump range except for trading purposes. I would like to have a ship that will jump a long distance it would be fine if it does not carry cargo.
I realize some of you prefer the realism of the return trip. Some of you go out there for months. I would not mind being out a few weeks in fact as long as I was doing something new. I don't want to get stuck doing repetitive things just to get back.
I also understand the problem of fuel consumption. I disagree with it however just because the concept of faster than light travel requires about the same amount of fuel to get to speed regardless how far you go. That's why we can send satellites out of our solar system. Once you get up to speed the fuel should be used to stop you if anything.
So what say you? Longer Lightyear jumps with no cargo hold or is 35 light years enough? This isn't just another thread wanting more and more or having the ability to get to the end of the game faster. I don't want to make the Galaxy smaller, but realistically the large majority of it will never be visited by anyone.
With jumping we're not talking about FTL travel. You're ripping a hole (2 holes?) in the fabric of reality and connecting two disperate points in space by traveling through an alternate dimesion aka Witchspace. The fuel consumption is needed to generate the energy to open up these rifts.
It's not out of the question to imagine that we might get some more versatile or longer-range jump technology at some point, given that we're almost certainly going to be grinding out a new tier of engineer upgrades once the Thargoid updates start rolling in, but for your particular problem, I'd rather see an alternate solution.
What if we ripped a page out of No Man's Sky and introduced player-owned massive freighter-type ships? In NMS, it's essentially a non-pilotable mobile base that you can summon to a particular location, where you can dock your ship for refuel, repairs, etc. We already have the dockable megaships; there could be some variant of this idea made available for players to own. What if, as an owner of a Freighter, you could always see it's location on the galaxy map, and using that interface you could target a particular star system and instruct it to travel there? It would take X amount of real time to get there, so you couldn't just summon it on a whim, but if you were already on an exploration trip towards a particular destination, you could tell it to start heading to that same destination, and it would be waiting for you when you arrived. Once docked at the Freighter, you'd have access to basic repairs, you could swap out modules, sell (or maybe just store) your exploration data, refuel, etc. I think this would be more fun than 500ly jumps, and it would help keep the sense of scale in the galaxy.
I kinda get the question posed (in the thread title anyway), but anything to shorten the return trip would likely be in conflict with everything else related to travel and would not make any sense, that I can think of amyway.
I love exploring, and I like the jump ranges. I love going out further and further, and I love exploring landable bodies. I don't love that moment where I have a sudden urge to participate in a CG or just get back to civilization, and realize that I am somehow 25,000 LY away, and that just fast tracking it will take me over a week to get back!
The "fix" is that I need to always think about the return time the further I travel and plan accordingly, not for a fix from FD, in my opinion.
Nope. I return to exploration periodically and the jump range and time to return is just fine. 1k LY is nothin, my last trip was around 110k I believe, took about a month and came home 2.1 billion richer after passengers and LYR 5.
If you want to skip exploration and return faster, there is a way: set the map to boosted calculation and ride a neutron highway home.
Even if there were things out there, with the current discovery mechanics (spotting things with your eyeballs after accidentally stumbling into them) you'll never find them anyway.