Would You Explore More if Return Was Easier?

I might explore more if it was easier to return. But that is besides the point. Because I'm not an explorer.

Explorers I have found on these forums are purists and they seem to enjoy the crushing loneliness of deep space. I felt a form of panic just been 5000 light years from the bubble. To take that away would be a mistake. Space needs to remain vast, so big you might find yourself days or real world weeks from home. Explorers love this and we can't take that away from them.

But I would explore if there was actually something to find out there........Alien structures, treasure in some form, deep space mining for some rare expensive element. It would be also good if we could synthesize Limpets for long trips.
 
AMFUs would be the limited repair kit, I'm talking about one that perhaps uses metals to repair or resupply everything, and hull to 75-95 depending on the quality of the module. Could even have it limpet capable to repair others, like a fuel rat service. Tie that in maybe with a credit transaction system with set value ranges, so you could order a repair from a player at cost. Could even fix canopy that way.

With their new focus on core stuff I can see all that happening to some degree. Back to the AMFU, it is limited on some modules, yes but for the most part you can repair quite a bit of things, throw 2 on their and you can repair the AMFU's themselves, and with synthesis you can reload the AMFU when it runs out while exploring. But yes, I do like your second idea there. Again, I'm all for ideas improving exploration but as far as time it takes to explore, i see no problem with what we have now.
 
It would make no difference to me if my jump range was 1 light year or 100 light years or even 1000 light years.

I don't go exploring not because of the time involved - I play Elite to waste time.

I don't go exploring for two big reasons:

1. Course Plotting Sucks
The 1,000 Ly plotting range is miserable. Having to plot a 1,000 Ly course, then wait until you arrive to plot another, and then rinse and repeat to actually make a long range trip is just pure crap.
Now I realize this limit was likely conceived as a means of combating extremely long route plotting times in the galaxy map - it would be equally annoying to have to wait 20-30 minutes or more for a route to be calculated as well. But there has to be a workable solution - like perhaps being able to plot from a selected location to another location, rather than from just the location you're currently at, so that a series of bookmarks can be placed from point-of-origin to destination before starting a trip.

2. Exploration has less content than any other occupation.
I get that space is largely a great void, that sentient alien life is probably an extreme rarity, but the sheer volume of "nothing out there" to see or do is beyond staggering. We have one dead alien race, one potentially hostile alien race, and that's pretty much it. Sure, it's neat to find an earth-like world far out in the black. It would be even better if we could land on it, but we can't. We can only land on dead, airless worlds, and even then what we can do there is so limited. Shoot rocks. Maybe find some long-lost cargo or wreckage, but out past the bubble the odds of this is as close to zero as it gets.

Volcanism, just cruising the planet and looking for beautiful vistas. Yes, there needs to be a bit more but to say there isn't anything isn't true. But then the problem arises with if you feel the deep black with two much stuff it doesn't feel unexplored or unique.
 
I'd explore if there was more to exploration than the jump/honk space tourism.

I do hope to do it @ some point if they have another look at it and revamp it. As for how; there have been many quality suggestions in other threads so I'll not rework those here.
 
Last edited:
I might explore more if it was easier to return. But that is besides the point. Because I'm not an explorer.

Explorers I have found on these forums are purists and they seem to enjoy the crushing loneliness of deep space. I felt a form of panic just been 5000 light years from the bubble. To take that away would be a mistake. Space needs to remain vast, so big you might find yourself days or real world weeks from home. Explorers love this and we can't take that away from them.

But I would explore if there was actually something to find out there........Alien structures, treasure in some form, deep space mining for some rare expensive element. It would be also good if we could synthesize Limpets for long trips.

Some good ideas at the bottom. It would be nice to have some other alien structures not tied to story but there for flavor as for more interesting cargo types and wrecks and I'm sure those will come with the new revamp upcoming. It is nice to have the asteroid bases scattered about deep space though. It's nice to stumble across and allows a chance to sell some data and refuel and repair, even refit in some cases.
 
Volcanism, just cruising the planet and looking for beautiful vistas. Yes, there needs to be a bit more but to say there isn't anything isn't true. But then the problem arises with if you feel the deep black with two much stuff it doesn't feel unexplored or unique.

Volcanism and do what with it? Look at it?
We could have very differing opinions on what a "beautiful view is", and even then, what do we do with them? Screenshot and share, sure, but that's not an in-game function.

But I don't disagree either - if there's Too Much.. falls into the same realm of "If everyone has a princess to rescue, the value of princesses drops dramatically".

And there still are plenty of things that we could be doing - collecting core samples to return for analysis. Construct a signal relay. Deploy an orbital observatory to monitor the ecological changes of a potentially habitable world.. establish an automated mining facility for whichever faction is paying us to do so... the possibilities are staggering, and we have rocks to shoot and screenshots to take.
 
I don't think you fully grasped the proposed additons I was making CMDR MadRaptor, so instead let me outline two scenarios of exploration with additional content:

The first is a lone Anaconda explorer, with one multicrew player, out in uncharted space, who during their scans finds a volcanic landable planet. They make a steady approach on the planet and find a rather interesting set of close knit 'islands' of rock surrounded by molten rock and lava. The crew member deploys out of a specialty SLF, lets call it a Sparrow for now, while the main pilot lands and launches their SRV, not a Scarab but a specialty Armored APC, good for base raids but also more tolerant of the heat and molten rock, though it's more fuel hungry and thus sparringly used. The Anaconda trails above as a reworked multicrew allows the other Player to still be in the Sparrow while the SRV is operating. The islands are treacherous even with the SRV armor, but the materials found are valuable and plentiful. One of the islands has a cooled off magma tube/cave, the SRV enters inside and finds a valuable set of commodity rocks, which they pick up. Leaving the tunnel the SRV finds a flat clearing and drops off the commodities, which is picked up by the Sparrow and it's unique small cargo hatch/hold and ferried off to the Anaconda trailing above. A few other POIs come up, some detected above in the SLF and others by the SRV's scanner. Eventually the two players depart the planet for their next destination, and have increased the value of their planetary data from one of the POI quick missions.

Scenario two involves another Conda and it's wing consisting of a DBX, Courier, and Asp. They are fitted with modded military armor and weapons, lightweight to help with travel constraints. Their journey is to known Thargoid bubble space, and they come armed for both aggression and for self-defense, as some of the rare Thargoid POIs have the possibility of sudden intrusion. In one of the battles the DBX takes serious damage, and suffers a canopy breach early in the fight. Afterwards the Conda uses it's specialty factory module to produce a repair limpet that brings the DBX back to operational capacity, without need for an onboard AMFU in the DBX itself to do anything. The missing air is rather limited, but the Conda had made a mining stop at an uncharted ice ring and picked up some water commodities, which is used to synthesize Oxygen for the DBX and resupply its emergency air supply. Their journey continues before eventually making a pit stop at a Mega-ship, turning in their collected rewards and data on the Aliens.

It's these additional types of scenarios I propose exploration sorely needs, something that makes the journey unpredictable and exciting. Where the random geological formations actually mean something to what you might find, and where exploration modules come in more varieties and for specialist purposes. That would be a nice improvement over a current system where there is little difference from bubble space to a deep space planet. Deep space needs its own unique flavor, something you won't find in an empty planet that's right next to a Superpower capital.
 
First off, 1000 ly is quite short.

Second, the return trip is easy. just make sure you aren't back tracking on yourself and you are pretty much exploring the whole time.

And there is no end of the game. no end credits to be found here. And the galaxy is so large that the majority won't be explored ever. 400 billion systems. Do the math.
 
Oh one other thing I'd like to see and elaborate on, SRV being compatible with multicrew. Currently SRVs can't be used if multicrew is active, would be cool if you could use multicrew alongside SRV, and even have certain larger SRVs be two seaters, other player gets the turret and can use an enchanced scanner/radar. Also for deploying two or more SRVs from one ship, would be fun for impromptu racing, could call friends to multicrew in for SRV shenanigans.
 
Volcanism and do what with it? Look at it?
We could have very differing opinions on what a "beautiful view is", and even then, what do we do with them? Screenshot and share, sure, but that's not an in-game function.

But I don't disagree either - if there's Too Much.. falls into the same realm of "If everyone has a princess to rescue, the value of princesses drops dramatically".

And there still are plenty of things that we could be doing - collecting core samples to return for analysis. Construct a signal relay. Deploy an orbital observatory to monitor the ecological changes of a potentially habitable world.. establish an automated mining facility for whichever faction is paying us to do so... the possibilities are staggering, and we have rocks to shoot and screenshots to take.

Volcanism are great places to stock up on synthesis materials, you can play around with geyser by jumping on them and getting boosted into the air, and now they have added heat damage to some of the lava spouts so get too close and it could be a bad day for you. Agree with the differing views of beauty but for the most part when it comes to the natural world and landscape we can usually all agree on what is pretty or not.

Again, I agree more content and more fleshed out content is easy, my grip is with people saying exploration is flawed because it takes to long to get there and back or that all it boils down to is honking and scanning and repeating. That is just a false statement. Yeah, for those who don't enjoy the sights and sounds of the galaxy then it is just honk, scan repeat but then if you aren't going out there to see what is out there and are just trying to get to one place in the fastest time then you aren't exploring
 
I don't think you fully grasped the proposed additons I was making CMDR MadRaptor, so instead let me outline two scenarios of exploration with additional content:

The first is a lone Anaconda explorer, with one multicrew player, out in uncharted space, who during their scans finds a volcanic landable planet. They make a steady approach on the planet and find a rather interesting set of close knit 'islands' of rock surrounded by molten rock and lava. The crew member deploys out of a specialty SLF, lets call it a Sparrow for now, while the main pilot lands and launches their SRV, not a Scarab but a specialty Armored APC, good for base raids but also more tolerant of the heat and molten rock, though it's more fuel hungry and thus sparringly used. The Anaconda trails above as a reworked multicrew allows the other Player to still be in the Sparrow while the SRV is operating. The islands are treacherous even with the SRV armor, but the materials found are valuable and plentiful. One of the islands has a cooled off magma tube/cave, the SRV enters inside and finds a valuable set of commodity rocks, which they pick up. Leaving the tunnel the SRV finds a flat clearing and drops off the commodities, which is picked up by the Sparrow and it's unique small cargo hatch/hold and ferried off to the Anaconda trailing above. A few other POIs come up, some detected above in the SLF and others by the SRV's scanner. Eventually the two players depart the planet for their next destination, and have increased the value of their planetary data from one of the POI quick missions.

Scenario two involves another Conda and it's wing consisting of a DBX, Courier, and Asp. They are fitted with modded military armor and weapons, lightweight to help with travel constraints. Their journey is to known Thargoid bubble space, and they come armed for both aggression and for self-defense, as some of the rare Thargoid POIs have the possibility of sudden intrusion. In one of the battles the DBX takes serious damage, and suffers a canopy breach early in the fight. Afterwards the Conda uses it's specialty factory module to produce a repair limpet that brings the DBX back to operational capacity, without need for an onboard AMFU in the DBX itself to do anything. The missing air is rather limited, but the Conda had made a mining stop at an uncharted ice ring and picked up some water commodities, which is used to synthesize Oxygen for the DBX and resupply its emergency air supply. Their journey continues before eventually making a pit stop at a Mega-ship, turning in their collected rewards and data on the Aliens.

It's these additional types of scenarios I propose exploration sorely needs, something that makes the journey unpredictable and exciting. Where the random geological formations actually mean something to what you might find, and where exploration modules come in more varieties and for specialist purposes. That would be a nice improvement over a current system where there is little difference from bubble space to a deep space planet. Deep space needs its own unique flavor, something you won't find in an empty planet that's right next to a Superpower capital.


Again, you misunderstand me. I've have started a few threads on how exploration needs to be revamped....but my gripe and what this OP is about is that travel time is too long and that is just . Travel time is perfect and if you are complaining that travelling is taking too long then exploration isn't for you. Now having things to do while exploring is a whole other topic, that has been done to death. But this OP is about if we'd explore if returning was easier. Returning is easy, it just takes time. To sound like a broken record,

Exploration is about the sights and sounds and the just being in the unknown parts of the galaxy. To a true explorer, how long it takes doesn't even factor into their minds, it's more, "What could be out there," that drives us.

We are the guys that travel to the core on whims, or spend years out in the black, the ones who are complaining about time are the ones who I feel are only in it for the credits or are doing a ton of passenger missions and need to get back quickly which, i'm sorry, passenger missions are not explorations.

Again my gripes with these threads

Explorations is only honk, scan, repeat: This is not true, while it is a majority of it, exploration is the act of visiting these places, if you are getting sick of scanning, honking and repeat, then don't do those things. You can easily just go into a system and not scan and just search the old fashioned way, don't even use the system map and just go to what you can find. Go down to planet surfaces, search for volcanism

Exploration takes too long: Well, duh, of course it takes a long time. You are travelling the galaxy not going to your local tourist destination. It is going to take time and if you can't deal with that then don't go explore or stick to your close range "Exploration" passenger missions or just explore locally: Pleiades, CoalSack, Pipe and Stem, all nearby that have great places to explore.
 
Oh one other thing I'd like to see and elaborate on, SRV being compatible with multicrew. Currently SRVs can't be used if multicrew is active, would be cool if you could use multicrew alongside SRV, and even have certain larger SRVs be two seaters, other player gets the turret and can use an enchanced scanner/radar. Also for deploying two or more SRVs from one ship, would be fun for impromptu racing, could call friends to multicrew in for SRV shenanigans.

Again, completely agree with you on this one. It is ridiculous that it wasn't in there already. But again, all these are suggestions on making exploration better, not really answering what the OP is all about and that is if cutting down return time would make more people explore. That is what we have issue with.
 
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.
It wouldn't change for me. I'm exploring right now, and on my way back to a midway point, but instead of choosing "fastest route", I did the "economical" only for the purpose of jumping through and checking out 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.
The ship I have can do 56 ly. If I supercharge it with jumponium, I get 110+. If I supercharge with a neutron star, I get over 220. Sure, if I could get more, I wouldn't hesitate to get it.

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 hear ya. You have to choose to leave.

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.
35 works for most exploring, if I understand it right, but every single extra ly distance you get is a big change when you start using neutron stars.
 
Mmmmmmmmmmmmmmmmmmmm, no.
.
The journey, tough, boring or otherwise makes exploring what it is.
.
My small month long exploration journey (in a T6) was made all the more exciting for me making sure my ship held together on the way back.
.
Very true.

Long distance exploring is like playing on "survival" mode in other games. Like in NMS, I played the survival mode where I couldn't stay out of cover for more than 20 seconds, or my guy was gone. 20 seconds, and I had to find materials to sustain life, which were farther away than I could walk, so I had to scuttle between covers and wait for suit to recharge, and so on. Everything was running low constantly. Very stressful, but ... so extremely rewarding when I finally successfully restored my ship and even managed to build a station. Now, I also played it in creative mode where you never die and can build anything for free. That's fun too. But two completely different feelings of playing. Exploration in the deep is like survival. Do I have fuel? Can I repair? Can I even jump through these stars or will I get stuck?
 
Volcanism are great places to stock up on synthesis materials, you can play around with geyser by jumping on them and getting boosted into the air, and now they have added heat damage to some of the lava spouts so get too close and it could be a bad day for you. Agree with the differing views of beauty but for the most part when it comes to the natural world and landscape we can usually all agree on what is pretty or not.

Again, I agree more content and more fleshed out content is easy, my grip is with people saying exploration is flawed because it takes to long to get there and back or that all it boils down to is honking and scanning and repeating. That is just a false statement. Yeah, for those who don't enjoy the sights and sounds of the galaxy then it is just honk, scan repeat but then if you aren't going out there to see what is out there and are just trying to get to one place in the fastest time then you aren't exploring

I've had a full materials bin since about my 3rd day of play - 1000/1000 and 500/500 for data, so stocking up does not require my seeking out some planetary feature. In fact, I've only seen geysers on one planet, and I don't even remember which it was, but I did fly my clipper through it, inverted, to wash my canopy (didn't work, but did make an amusing screenshot).

And mechanically, Scoop-honk-jump is all there is to Exploration. Yes, stopping to see the sights is a thing, but it has no in-game benefit so it's really just an indulgence. Where there's more content, and better routing I will likely enjoy Exploring quite a bit more. Until then, it's Exboring to me.
 
I'm going use a word here that I'm sure bugs some, and that is, "true" explorer. A "true" explorer doesn't mind the return trip. A "true" explorer is out in the deep black for one reason only, to be where nobody else has gone before, to see things nobody has seen and to experience what Buzz Aldrin called, "Magnificent Desolation."

For a true explorer, it isn't about the money either. That is but a small bonus in our eyes. And yes, while systems do become similar at times, it's those stunning surprise systems that are what we are truly on the search for, the systems that can, perhaps, only be churned out by visiting some of the more procedural parts of the galaxy.

Now of course exploration can be greatly added to, as right now it's in a barebones state but to say there is nothing there for us isn't quite accurate. For one, it's not just about going to a system, picking out the best looking planets and scanning then moving on. Some of the best moments I've had are when you drop down on some of those interesting looking and even uninteresting worlds and just drive around the landscapes. Some of the vistas you come across are mindblowing.

On top of that FDev have put in some great work on things such as Geysers and Fumaroles. This alone can be worth those long trips. At first Volcanism was a tough nut to crack and with our limited tools it can still be time consuming, but just look to the forums. We "geologists" have been hard at work cataloging these sites across the galaxy and in that time have picked up some awesome tricks to make finding your own much more easier. There are still some planets that are tough to crack but once you do unlock those secrets man can they be awesome.

Now, to the other types of explorers I do understand by what you mean when you want a quicker way of returning, or someplace out in the deep to sell your data, welp, we now have asteroid bases in some of the regions of deep space. They will help in selling your data and getting you to a sort of save point while on your adventures. If you worrie is mainly the return trip, then perhaps it's best to just stick to within 1,000 LY of SOL. This is still enough range to get you out to some spectacular places. Now, if you only goal is to get your name on unknown systems, well then you are going to have to put in that extra effort.

Exploration is not supposed to be easy. It harkens back to the old days where around every corner could be danger. For me, it is by far the most dangers career choice out there, not in terms of combat but in the fact that a single misstep can take away days, weeks, months and even years of your hard work and leave you with nothing to show for it. Not only data and credit dangers exists but black holes, white dwarfs, neutron stars. All of these can turn a decent trip in to a hellish ride.

Do we need more, Yes! I'd love to see old ruins, that don't tie to a story but are just there for flavor, perhaps more interesting types of wrecks the further out you go. The best thing is that this is just the beginning, once we start opening up other worlds Exploration will truly begin to blossom. Exploration isn't necessarily about doing something, it's about finding something and taking in the beauty of it all. Would I like more and better scanners yes, but not having that doesn't take away from the beauty of the worlds I discover. Besides, you can always make up your own gameplay. You have an SRV, find a nice looking canyon and race around in it. See how far you can jump, how fast you can go. You come to a geyser field, well, jump on top of one of those and see how far it shoots you into the air. If you own an SLF, well, finding a juicy looking canyon to zoom through is always a great time.

Let me ask you, have you seen radioactive green gas giants, have you been to a volcanic site, with such a big universe out there there is possibly plenty still left to find for those willing to search and that is what exploring is all about. It's not always going to be a blast, there are going to be long times of nothingness but that is the price an explorer pays because the rewards in the end can be more than anything you could have asked for. Let alone the knowledge that nobody else may come that way again....it's beautiful.

To keep things exciting I now only fly with 1 filter and that is the filter for unvisited stars, this makes sure that everywhere I go is someplace new for me, someplace I've never see, using that method there really isn't a return journey for me, the return is really just a new journey home. If that makes sense. Anyways. Sometimes you have to make your own gameplay but there is fun to be had out there. Improvements needs, YES. but that's a story for a whole different thread.

+1000.

You nailed it. It's exactly it. Exploring isn't about doing something quick. It's actually about doing something that does take time and is tricky to do. Exploring isn't about finding someone or alien to pew-pew, but rather to find a planet that looks inviting, land on it, take the srv out, and suddenly see a star or planet rise over the horizon, and get that feeling of being there, experiencing something that humanity might not be able to do in a very long time. It's the feeling of "I was here first."

It's exciting to find new solar systems that no one has been to before. It just is.

I'm quite new to the long distance exploring, but I can say, I enjoy it a lot.
 
Yes, Beagle Point is about as far away as you can get. The problem for me is that after a few months, the jump, scoop, scan, and repeat gets tedious. I wish there was more to do, while exploring. Neutron star jumping wasn't yet available for that trip.
I have yet to do the Beagle tour. I was late to the game, and late to the distance exploring, but I'll get to it eventually. The Formidine Rift is formidable opponent enough for the moment. :D Decided to not take the Heisenberg Bridge but brake my own path... big mistake, got stuck a bit in some isolated cluster of stars, but managed to find one star that was close enough with boost (100 ly or something) to get back. So now I'm retracing my steps and will try another path.

I'm not quite a true explorer then. I do find it gets boring after a few months. I never went exploring for the money. The credits weren't as good as they are now. I too would like to find remnants of alien races, while exploring. The only ruins and geysers I've seen were found first by others. (Thanks, Canonn!)
Exactly. Even though it's exciting (probably because I'm fairly new to exploring thing), I can imagine that after I've been to all the places of interests, it would be fun to find some things by myself that is unique, not just planets, but ruins, abandoned ships, stations, settlements, etc.
 
No, I probably would go even less. I like that commitment I have to, being out there knowing going back would take as long as it took me to get here its part of the appeal of exploration to me. I'm now out for more then half a year, still not at my destination, all alone and isolated and nobody anywhere in reach, I like it :)
 
Back
Top Bottom