Skinny of the player grouping system from FD (This has already been posted to the DDF archive on the Frontier Forums).
Sandro Sammarco, Lead Designer- Elite: Dangerous wrote:
Hello you lovely backers!
Here's the skinny on our player grouping system. It's been through the DDF (thank you!) and internal debate. Have a gander.
The usual caveat applies - any paper design is bound to change during implementation/as issues ariese - these documents are statements of intent.
Groups
A player can only exist in one of the following groups at a time:
All Players Group– Players in this group will be matched with each other as much as possible to ensure as many human players can meet and play together
A player’s Friend List and Ignore List is used automatically to indicate preferences in match making so that friends will be matched instead of others if a choice exists(though this is a fuzzy system so there are no guarantees)
E.g. In a nearly full session a player with more friends in the session than that of another arriving at the same time would mean the first player getting in and the second spawning a new session instead
Players can use an option to indicate they would like friends of friends to be included in the preference system described above (which basically expands their friends list for the purposes of preferences under the hood only)
Players playing on ‘Iron Man’ mode will only be matched with other ‘Iron Man’ mode players
Private Group – Players in this group will only be matched with other players in the same private group
Players can create their own private group and invite people into it
To help facilitate inviting players into a private group, players can be indicated as friends in game and can be selected easily for sending invites out too
Any player can be invited into a private group regardless of friend status so player name searching and direct in-game selection is possible
A player who accepts such an invite will be removed from their current group upon the next hyperspace jump and be placed in the private group of the inviting player
A player who refuses such an invite will remain in whatever group they were already in and the option to ignore future requests from that player during the current gaming session is presented
Players can only invite other players of the same type (normal, iron man) to a group
Players can save private group settings including players to invite to allow quick selection and set up of groups
A player can set an option to allow friends to “quick join” into their private group
They can change this option at any time
Players will be able to see on their friend list that other friends are in private groups and that some may have a symbol indicated they’re free to “quick join” into the group without needing an invite
The “quick join” option can be extended to allow friends of friends in freely also
A player wishing to join another player’s private group will have to message them asking for an invite as there is no way to formally request admission into the group
Players will thus typically set the “quick join” option if they don’t want the hassle of their friends having to message them when they want to join in with the group
Only the original private group creator can invite others into their group. They can also do the following:
Kick other players out of the group
Disband the group resulting in all the other players entering their own individual private groups with “quick joining” disabled (gives them the opportunity to play solo or decide to join the all players group)
Pass their leadership and thus all these options to someone else in the group
Upon disconnecting, logging off or leaving the group automatically passes leadership to the oldest private group member, i.e. the first player to accept an invite into the group that is still present
When creating a group the player creating it can decide how the group will react to crimes committed by players while in the group
The player can decide to either count only crimes committed against other players, or against AI ships
The player can decide if a player who earns a bounty is either kicked back into the all players group, or can be kept in the private group
Solo Group – Players in this group won’t be matched with anyone else ever (effectively a private group with no one else invited) with the following properties:
Players in this group are effectively indicating they want to be left alone and not disturbed by anyone else
By default group and friend invites are ignored but this can be enabled if desired
By default a player’s online status is hidden (set to offline) from others but this can be change if desired
A player in this group can still see when other friends come online and can message them
A player in this group can still receive messages from friends (possibly revealing the fact that they are online by virtue of return messages but still indicated as being offline)
As described above a player also has a Friend List that they can manage which helps facilitate inviting players into private groups and allow preferences to be taken into account when joining sessions:
A player can request friendship with others
An accepting player will add themselves to the player’s friend list as well as adding the player to their own list as well
A refusing player will remain off the other player’s list and the option to ignore future requests from that player during the current gaming session is presented
A player can remove a friend from their list at any time and such removal will also take them off that friends list at the same time
Requesting a friendship can be done inside and outside of the game client
Friends will be matched with each other as much as possible when entering new sessions
If a choice needs to be made between which players to allow access to a session the player with the most friend influence will trump a neutral or ignored player
Players Friend lists are based on player accounts, not player characters
A player also has the option to add players to an Ignore List which does the following:
Removes any friendship between the players automatically (players can’t be friends with players they ignore)
Ignores all communication from them in game
Ignores any friend requests from them
Is active across multiple gaming session until changed by the player (this is different from the options presented in the above sections as they only last as long as the current gaming session)
People on others ignore lists will not be favoured if a choice exists when match making players together
If all players in a session have the same player ignored then that player will never be able to join that session
If at least one player is neutral or friends with the ignored player above then they will be able to join that session providing there is no better suited players trying to get in at the same time when only one slot is available
If a person earns a bounty their ignore list and friend preferences won’t affect matchmaking, and bounty hunters will still be able to encounter the player, even if the bounty hunter is on the player’s ignore list
If a player is in a session with another player on their ignore list they will still receive messages relating to that players in game actions and pre-canned dialogue, such as declarations of piracy
If a player follows another player’s hyperspace trail, the ignore rules cannot be applied to them. The players will join their next session as a group
Players Ignore lists are based on player accounts, not player characters
In addition to the groups presented above a player can be a part of an Alliance with other players. This is a separate entity that operates within the boundaries of whatever group the players are in:
A player can only ever be in a single alliance at a time
Alliances allow players to indicate trust between themselves so they:
Can freely jettison and pick up cargo between themselves
Can fire upon each other without criminal implications
Gain the same criminal fine/bounty if one or more other members commits a crime
This only occurs if the player is in the same vicinity as the player committing the crime
Have the ability to slave hyperdrive systems together to make travel easier
Get matched as a whole during slaved hyperspace travel and if not possible spawn in their own instance at a location rather than splitting the alliance up
Alliances in the all players group allow those in the alliance to come across other human players as normal except the game is explicitly trying to keep the alliance together when they arrive at the same location through match-making
This is in addition to the normal preference system and operates by giving a much higher weighting to alliance members when determining preferences over friends for example
Alliances in a private group would only meet other players in that private group
Depending on the size of the group, players may typically be in an alliance with everyone else in the private group but multiple alliances can exist in a larger private group if desired
Creating an alliance is handled exactly the same way as creating a private group with the caveat that anyone in the group can invite other players (including non-friend players) into the alliance and no one is the leader
In the all players group any player can be invited into the alliance by any alliance member
In a private group only the players in the private group can be invited into an alliance by alliance members
Players can vote to kick an alliance member out of the alliance
After a set time limit the vote is closed and the majority is taken to decide the outcome unless all members have already voted or the required number of votes is reached
Players can leave freely of their own accord
Any criminal status or reputation earned as a consequence of other alliance members behaviour is kept after leaving an alliance
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Last edited by Gimi on Mon Jun 24, 2013 7:49 am, edited 2 times in total.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).
Those private groups seem to work very much differently to what I was expecting. I thought that you could set up a private group and basically log off and come back and you would always automatically be in that group - meaning that they are not transient, but permanent groups - always there for you to return to.
I was hoping to have such a group for us Ooliteers, for example...
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
Players can save private group settings including players to invite to allow quick selection and set up of groups
It might be worth asking for some clarification on it, actually.
Yes, but that would still require them to reset the group every now and then. Only the group leader has the possibility of inviting members, is the way I read it. I was hoping for a system where you could log back on a week after your previous session and you would automatically join the group that you were with during your last session without the group leader needing to invite you again.
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
“And so they sailed off into the ledgers of history!” Pirates in Elite: Dangerous
Sandro Sammarco, Lead Designer- Elite: Dangerous wrote:
Yarr, me shipmates, shiver me timbers, it be time to discuss the life of a pirate!
The path of the pirate in Elite: Dangerous is a veritable powder magazine; this adversarial role sails very close to the griefing winds. However, it’s integral to the game, and potentially a great source of interesting adventures if we get it right.
Key Characteristics of the Pirate
They make profit by selling cargo taken surrendered to them or taken by force
They choose their targets without regard of any authority and so lead the dangerous life of an outlaw
They don't necessarily want to destroy their prey, they want to relieve it of its cargo as efficiently as possible
They naturally need some way of carrying cargo, either personally or as part of a pirate fleet
They tend to favour all-rounder ships, as they have many different needs: speed to run down prey and elude the authorities, firepower to intimidate or subdue their prey and cargo space to carry the ill-gotten plunder
Being a Skilled Pirate
Like traders, the best pirates are intimately aware of trade routes and current events that might affect the value of trade goods
This knowledge extends into knowing how to trade on stolen goods through fences, or get cargo histories "wiped"
Pirates are skilled in technical combat - a destroyed target means less booty and more interest from the law
The ability to wage non-lethal combat and effective psychological warfare are key skills for the pirate
Knowing when to cut your losses and run is a very useful skill; as an outlaw, straight forward tasks such as ship repairs and maintenance can be more difficult/expensive than for the law abiding spacefarer
Managing threat effectively is a vital skill for the pirate that wants his/her beard/hair-do to grow long and white - the best pirates minimise bounties and are constantly roving to spread the interest in them as thin as possible
So as you can see, we think there's a lot of hard work and interesting decisions to be dealt with for the would be dread pirate, but what do YOU think? What awesome possibilities for pirates are we missing, what dangerous conundrums should they be struggling with (and what dangerous conundrums are we going to be struggling with by having this adversarial role in multiplayer), and what specific procedures and equipment would you like to see?[/color]
Last edited by Gimi on Mon Jun 24, 2013 7:48 am, edited 1 time in total.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).
Blackmail/protection rackets spring to mind ... traders might pay money to be left alone - or even escorted by one set of outlaws through the territory of another set of outlaws (who may, or may not, actually all be part of the same gang). A big enough gang might even be able to extract blackmail/protection money from a small enough system government, to "keep the lanes clear". Gangs and territories - and gang warfare - come to mind as other aspects of the pirate life.
Outlying systems might come to an understanding with pirates: by not caring where goods come from, they could boost their own trade (North Carolina was notorious for this sort of behaviour in the 17th and 18th centuries, welcoming the cheap goods that piracy brought in).
Another finalised topic for you to look at before we archive it away in a few days. Thanks for all the feedback on the previous proposals.
Cheers,
-Mike
GOALS
Provide the player with useful and relevant information about the game world
Present that information in a varied and interesting fashion
Immerse the player in the game world
Be extensible to allow for extra content/features as the game develops
BASIC SYSTEM
Newsfeeds in Elite: Dangerous display the latest in-game events to the player
The newsfeeds system revolves around two core elements:
Events
Events are things that happen in the game world.
These can come from:
Direct player action
Galaxy Simulation
The Event Injection System
Channels
Channels are the presentation layer for the event.
Channels determine what news items are displayed and how the news item is reported.
EVENTS
Events are the data for the newsfeeds
Events are scored based on the relevance to the player
Events affecting them or people on their friends list, or relating to a nearby location, will be scored more highly
The player is able to adjust the threshold at which events are shown per category (probably as ‘low’, ‘medium’ and ‘high’).
Events are organised into types, a summary of types is provided below:
Player Driven
Mission completion – this would be filtered by some value so only significant missions are reported
Major kills – destroying a highly ranked opponent (human or NPC) would be a newsworthy event
Player death – the death of highly ranked players would be a news item
Career events – for example collecting bounties, major trades or exploring a new system
Ranking – major ranking increases, prioritising players known to our player
Opening/discovery of a new dark system enabling a new trade route
Player Indirect
Traffic – unusually high or low numbers of visitors
Piracy – piracy and anti-piracy stats for region
Economy – Prices up/down, surpluses and shortages
Stability – function of crime and clean up rates
Political – changes to laws in a system (can be as a result of a civil war etc)
Injected
Background Simulation
Major events- these may have their own templates
Famine
Civil war (What’s so civil about war anyway?)
Stability
Major military movements or interdiction of a system
New space station or city construction
CHANNELS
The channel decides what news items are available from the events list and how they are presented.
The channels allow us to create newsfeeds specific to player’s interests as well as more general news. Here are some example channels.
Imperial Times – The flagship Imperial newsfeed, it features high profile stories focused on the Empire.
FNN (Federation News Network) – One of many Federation news channels.
The Daily Hunter – Bounty hunter related news.
Each inhabited system will have a procedurally generated local news channel for reporting only local events.
Certain channels may be tagged so that they are only available in certain systems
To be considered is the possibility of including some mark-up in the templates to allow branding and visual distinction between the different channels, but this may be considered for future updates.
ACCESSING THE NEWS FEEDS
Newsfeeds are accessed from the player’s cockpit. There is the direct interface part of the tertiary screens as well as hooks via the galaxy maps for accessing news feeds for different systems.
EXAMPLE NEWS ITEM
Here are two different example stories using the same event but different templates:
Daily Lave
Pirate Menace Struck a Blow
Today a blow was struck against pirate forces when police engaged and killed the known pirate RedBeard. In a statement the local Trader’s representative said “This is wonderful news. Traders throughout the system will all rest easy knowing RedBeard won’t be out there waiting for them on their next run.”
The Daily Hunter
Lave bounty update – RedBeard taken down!
Another pirate bit the dust in Lave today when the infamous RedBeard was taken down in a furious battle. Although the bounty was relatively small the traders of Lave will be feeling safer today.
Players will have control of detail – to show stories just in headline form, or in more detail (by expanding them), to show them in full as above.
ADVERTS
Adverts are content added to channels to provide colour and variety. They should also add some humour as seen in the previous games. They also add authenticity and depth by expanding the fiction in the universe.
These come in two forms:
Authored - Adverts that have been authored (we can get the fans involved in this as well as write them internally, and possibly include real ones adjusted for the fiction).
Procedural - These are template adverts that are used to generate ads for local commodities. For example Lavian Brandy, these are generated from the same system to create local specialities, along with a variety of templates to reduce repetition.
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Last edited by Gimi on Mon Jun 24, 2013 7:49 am, edited 2 times in total.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).
Finalised proposal for Communication Interaction from FD
Elite Dangerous - Communication Interaction
Dan Davies, Designer- Elite: Dangerous wrote:
This is the finalised proposal for Communication Interaction, thanks for all your input on this one!
Summary
Ships in the Elite Dangerous galaxy communicate through text “comms” messages and audio (player to player only – initially at least)
These can be quick messages granting permission to dock, or long exchanges debating a mission or deal
There will be two types of communication interaction in the game: player to player and player to NPC
Player to Player
Players can lock onto and hail any other player’s ship that is not ignoring them
Players can also select players from their friends list to open up direct communications with
Players can accept or decline communications
They have three ways of communicating:
They can choose to type messages to each other freely
Voice chat
Preconfigured messages
These will cover all common interactions between players like asking for assistance, offering trade and declaring piracy
These will allow players to carry out deals and agreements quickly and easily by picking presets
New preset options will arise from having higher reputation values in certain areas
Player to NPC
Talking to NPC would be handled entirely by the preset messages system.
Conversations happen either when the player hails an NPC and they respond and vice versa
Players will choose from a number of options and the NPC will automatically respond, they will take reputation into account when deciding their response.
Reputations can also affect the general tone of interaction with a particular type of NPC, a trader being hostile to a pirate for example.
New conversation options can become open to the player as their reputation values change, this could include options to bluff, bribe and haggle.
Choices made in these interactions will have real consequences for gameplay, each choice could have a different outcome in terms of gameplay.
Lack of response (usually 5 seconds) will also be considered a message by an NPC.
Visual Communication
Players can apply directive visual tags to ships they have targeted, that can then be seen by other players. These tags can convey the following messages
Attack this ship/station
Defend this ship/station
Scan this ship
Abusive Language
There should be a local abusive language filter that hashes out certain words that appear in messages from other players
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Last edited by Gimi on Mon Jun 24, 2013 7:49 am, edited 1 time in total.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).
"I like the way you die, boy" Updated Bounty Hunters in Elite: Dangerous
Dan Davies, Designer- Elite: Dangerous wrote:
I've had a go through the Player Role: Bounty Hunter proposal, hopefully its now a bit clearer and detailed. On the whole I think this topic is in a good place but this updated proposal will give you guys a bit more of an opportunity to think on the subject.
Key Characteristics of a Bounty Hunter
They hunt and destroy ships to collect their bounty reward
They travel large distances to track down targets and prefers ships with a large hyperspace range to help them do so
When they attack a target they want to destroy them convincingly. They prefer taking better weaponry over heavy armour that might slow them down and limit their ability to chase targets
Bounty Hunters prefer to improve the heat management and stealth ability of their ships to allow them to pull off kilss more effectively.
They benefit from having advanced scanners, this improves their ability to locate the targets they are hunting down and to locate weaknesses
They work towards the biggest and best weaponry, going for effectiveness and heat efficiency wherever possible, they finance these upgrades with bounty money
The best Bounty Hunter ships and equipment are top of the line and expensive to match, but the rewards can be large. However, we do intend to make sure their overall profit gain is balanced against other player roles.
The role/path of Bounty Hunter is not formalized by the game in any way, just like other roles. You do not need to choose a role or progress down a traditional unlock tree.
Bounty Hunter Progression
The role of Bounty Hunter should be a career path not just an activity
Players will be able to work their way from a beginner to a highly skilled
There will be a series of modules and ships available to buy to reflect this progression that allow a bounty hunters to become more effective
We can use NPCs to provide a variety of bounty targets that allow players to get started
Aspects of Being a Skilled Bounty Hunter
Getting kills without response from the law
Ambushing targets when they are not in factional sanctuary
Getting kills without taking damage
Making the best use of their weapons and stealth to finish a target before they can properly retaliate
Killing targets with large bounties
Planning kills in advance to take advantage of weak spots in a target
Using stealth to scan and weigh up a target before attacking to give them the advantage
Bounty Collection
Player discovers a bounty:
By scanning another ship with the appropriate equipment to reveal that they have a bounty
By finding a bounty listed on the bulletin board, giving them a rough location
Players cannot legally collect bounties without scanning their target first to confirm they are attacking a ship with a bounty
Once they have confirmed the ship they are targeting has a bounty they are free to engage
Once they have killed their target they receive a bounty chip for that kill
They can then return to a station and cash it in for the reward
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Last edited by Gimi on Mon Jun 24, 2013 7:50 am, edited 1 time in total.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).
New topic for discussion in the DDF, and a rather intresting one I think.
"Space is disease & danger wrapped in darkness" Exploring in Elite Dangerous
Tom Kewell, Designer- Elite: Dangerous wrote:
In Elite: Dangerous explorers are players who travel out into undiscovered areas of the galaxy, hoping to find previously undiscovered systems and locations. Explorers scan and record data wherever they go, and can sell that data on to various interested authorities. Explorers can also sell on data they have discovered to other players, allowing them to sell the co-ordinates of a valuable find to the highest bidder, or keep their discoveries to exploit for themselves.
Explorer players must discover different points of interest using different methods
Explorer players’ main method of making money is through selling details of points of interest they discover
Points of interest players can discover include:
Star Systems
Dark Systems (systems without a star, but other features)
Stars
Planets
Asteroids, comets
Moons
Structures
Other Phenomena
These Discovered locations may include:
Secret Locations
Resources
Events/Missions (time limited and permenant)
Beauty spots (usually attached to other entities)
Messages/Beacons
Players explore to build up the details on their galaxy map
When starting a new commander the player will have some details on their galaxy map
This will allow the player to travel to any locations they have map data to, without having to explore
Players can buy map data from authorities to expand their ships computers library of maps
New map data will allow the player to travel to new locations without needing to explore
Map data that is bought from authorities is not to the highest level of detail and can be improved with player gathered data
Map data includes hyperspace routes to systems and major points of interest in that system
Players can use scanning equipment and probes to detect systems and record new hyperspace routes
Scanners are used to detect any nearby systems that are within the players jump range
Scanners will give the player a vague indication of the direction of a system
High end scanners can give the player a better details of the system they have detected (is it a star, an asteroid field etc.)
Players can then launch hyperspace probes that will give the player more information on the part of space they are looking at
Probes will give the player heat-map style data to help guide the player to the correct co-ordinates for a jump
Different probe ammo can provide different information, or react based on objects in the target system
Using the data they have gathered the player must align their ship as best they can with the target system and activate the hyperdrive to jump to the system
The player’s ship records data of any successful jumps the player makes
The pilots federation will always pay players for the first successful jump they make using the exploration method (If the player bought the map data for the jump they cannot sell the data), even if the player is not the first person ever to make the jump (the pilots federation use the data to improve their telemetry and keep maps up to date)
If the player is the first person to ever make the journey they receive a bonus for discovering the hyperspace route
The closer the player lines up their jump to the target system, the higher quality the data the players ship will gather on the jump. Higher quality data is worth more money when sold to authorities
If a player’s jump is not accurate enough they may suffer a miss jump
Longer distance jumps require a higher level of accuracy
A systems contents may also affect how accurate a players jump must be to avoid mis-jumping
Players use scanners to detect points of interest within systems
The player’s scanners detect various points of interest around the player
It takes time for players scanners to detect points of interest
Player’s proximity to a point of interest can affect the time it takes to detect
Players ship facing can affect the time it takes to detect a point of interest (e.g. pointing my ship at a undiscovered point of interest will allow me to scan it faster)
Different types of points of interest can require different player actions to detect
For example to detect a mineral rich formation of asteroids the player must launch probes around an asteroid field
The probes provide a cross section from their perspective of the asteroid field they’re launched at
Each additional probe the player uses provides more details on the target asteroid field
The player uses their scanner to view the data from the probes, and must tag the areas with the highest concentration of minerals in the field
Once this process is complete the point of interest is completed
The quality of the players scan of the area affects the value of the data
The quality of the player’s scan can affect the amount and type of materials found in the asteroids
Players can sell information they have gathered to other players as well as authorities. This is done through a trade interface similar to the trade goods trading interface. Players can sell hyperspace routes from their location to any single system they have explored to. The purchasing player then offers a price (this can be 0 if it is a gift), and if both players are satisfied they agree to the trade. Players can also trade in system data including locations of points of interest using the same method.
I’d like to gauge player interest in a community driven photography contest, which would be another way of explorers earning money.
Players can take photographs (essentially screenshots) from their view ports (with and without cockpit and GUI etc)
Player photographs can be submitted to a regular photography contest
Players can only submit one photograph each
Players can vote on a selection of the best photographs
The player(s) who get the most votes wins the competition
The winner gets a (in game) cash prize (plus prizes for 2nd 3rd most weird etc.)
The photograph (and other user submissions) will be used in appropriate places in the game (billboards, news papers, etc.)
Players who decide to go exploring are jumping into the unknown, and without high end kit, often with little to no knowledge of the dangers they are jumping in to. Alongside the risk of encountering hostility when jumping to an unknown system, explorers scanners attract a lot of attention, generating lots of heat. Explorer ships will need to be prepared to face hostile activity when exploring, and players need to be ready to fight for their claims or run for their lives.
Issues
Will exploration remain interesting and profitable long term?
What other things can players discover in a system that have value to sell?
What could the scanning process be for those discoverables?
Will players risk scanning for hyperspace routes or just buy data?[/color]
Last edited by Gimi on Mon Jun 24, 2013 7:50 am, edited 1 time in total.
"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime." (Gold Medal Award, Zzap!64 May 1985).
Issues
Will exploration remain interesting and profitable long term?
What other things can players discover in a system that have value to sell?
Overall, I think the exploration is one facet of the game that is in need of the upcoming "land on planets" and "walk around" add-ons. Once you can land on planets, you can discover all sorts of things beginning from exotic flora and fauna and ending in lost civilizations and ancient relics.
Author of Tales from the Frontier - official Elite 4 anthology.
Author of Marcan Rayger adventures - unofficial fan-fic novellas set in the Frontier universe.
Will players risk scanning for hyperspace routes or just buy data?
If/when I get as far as doing any exploration, I'd take the risk of scanning for routes.
It is difficult to predict how I'll play, long-term - which career-path I'll follow.
I won't have much idea 'til I've had the game for a while, but I'll not be a bounty-hunter!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
In the past when exploring was for real the whole thing was set up by the authorities and you 'bought in'. The voyages of Darwin et al were bankrolled by the Navy and of course the participants got their 'cut' if anything interesting (aka Gold) was found.
Later the East India company (et al) used trade to build up 'the empire', they would float the 'risk' on the stock market and pay back in dividends if successful.