Another simple, but very important one: Add a layer of Detection in addition to normal Vision (on Exploration/Hero ships and Systems only), which has twice to thrice the radius of the ship/systems normal vision but only reveals system locations, not contents or lanes, much like the Pathfinder trait.
This introduces a new motivation and feel for exploration by adding a functional "horizon" where systems can be located but not properly revealed, akin to glimpsing an island on the horizon but not knowing what is on it, or seeing that a planet exists without having instrumentation to identify it. By knowing for a fact that a system exists in a location, players can make educated decisions to put more investment in direct exploration over random or "brute force" methods like engine-stacking and probe spam.
Pros:
Better Vision Stats: This would make the Vision stat significantly more useful, as adding 1 point normal Vision adds 2-3 points Detection. It also makes Exploration ships more valuable for being the only ship type which uses this vision.
Smoother Progression: The current system is binary- see or do not see, no choosing where to explore beyond throwing probes like a blindfolded game of darts. If we can see where systems exist, and maybe even basic info like Star type, we can make educated guesses and calculated risks, like we would when we see a distant ruin in an open world.
Minimal Assets: The Pathfinder trait already uses the blank node visual asset needed here. More lines might be needed to show the edge of the Detection radius and the demarcation between normal Vision and Detection, but should be a fairly minor graphical addition.
Modified Quests: Currently there are some quests that call for a large percentage (50%) of systems to be explored, then provide a reward that improves exploration- which is often useless, as you just got done exploring most of what it would've helped with. If those quests could count detected systems, players could detect most of the galaxy without truly exploring it, making those upgrades very useful for finishing the second half of the job.
Cons:
Required Secondary Changes: Engine-stacking (on Civilian ships especially) makes Exploration trivial once a system is visible. Limited visibility is currently the only thing preventing this from effectively removing Exploration as a worry at all, so engine-stacking would need to be prevented or this idea would just compound the issue. In addition, Probe modules and effects may need to be nerfed slightly to prevent additional redundancy- effectively making Probe use more valuable by making it more limited, while this idea reduces the randomness of finding things with them.
Neutral:
This somewhat changes the purpose of Probes, as the Detection radius partially infringes on their use for finding systems. I think this is an improvement, as it reduces the frustrating "blindfolded dart game" issue, and still saves time over sending a ship and will likely exceed the radius of Detection anyways for much of the game.
In addition, it could be said that the "detection without revelation" is already covered by the use of probes for exploration followed by their use for expeditions. I think this is a fair counter-argument, but that my idea nonetheless improves the game by adding a middle ground between revealed and unrevealed territory, allowing the "movement and exploration" half of that gameplay to be more interesting and allow educated risks like the expenditure of probes to reveal systems vs. sending a ship on its own.
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