Exploration

Explore should be as good as Trade and Fight. Trading has contracts, an exchange and four companies; fighting has the law, the Marshals and the police hail. A commander who'd rather wander needs the same: a reason to go somewhere, something worth finding when you get there, things to spend on, and something to show for it.

This builds on the first slice (rings, moons, surveys, signals; see ideas) and ties exploring into the companies (companies and contracts), above all Wexley-Yorozu, the terraformers, whose Science Division pays best for what explorers find (lore).

Principles

What's there (the first slice)

Surveying needs rethinking (Mark, 28 October 2026)

"The surveying needs to be improved. It's boring and isn't very good, as you could potentially fly into the planet as well." Holding a low orbit while a bar fills is a chore, not play, and flying low over a planet is a crash waiting to happen. To be designed: surveying as something you do, not wait through (sweeps you choose, features to find and frame, a scan that reveals the surface as you pass), with the ship keeping itself out of the ground: a safe orbit the computer holds while you work, or a warning and a pull-up, never a death by survey.

Stage 1: reasons to go, things to spend on (built, October 2026)

Trails

A derelict's log points somewhere. Follow it and the next find continues the story, usually three to five systems long, each within one ordinary jump of the last, ending in something worth the trip.

Terraforming candidates

Every system's planet is already home to someone, so Wexley-Yorozu looks at the moons. A moon survey now grades it: Barren (about half), Marginal (a third) or Candidate (about one in six; bigger moons more often). A Candidate's data is worth four times as much: it's the start of a colony.

Wexley-Yorozu: the best price for data, and survey contracts

Explorer's kit

Both Modern only.

Stage 1b: the explorer's road (built, October 2026)

Exploring paid, but it didn't lead anywhere: the rank was only a word on the Station tab. Trading buys a better ship; fighting climbs to Elite and the Marshals. Now the explorer's rank opens doors, and what you find carries your name. (Elite stays the combat rank: nobody reaches it by exploring.)

The rank opens doors

Rank Points What opens
Pathfinder 400 Science Division special orders at Wexley-Yorozu stations: surveys of systems with a terraforming Candidate, paid three quarters more than an ordinary survey. And the Survey Autopilot goes on sale.
Trailblazer 1,000 Trail tip-offs: the Station tab names the nearest trail you haven't started, and where its first signal is.
Pioneer 4,000 The Route Autopilot goes on sale, and the lost courier is out there to find (below).
Voyager 18,000 The Legends, when they're built (stage 4): the first invitation goes to Voyagers.

Reaching a rank says what it opened, there and then.

Advanced autopilots

The explorer's work is long flights and patient holding. The autopilots do the flying; you choose where.

Both Modern only, and both can be knocked out in a fight like any other equipment.

The lost courier and the Will-o'-the-Wisp

Somewhere in each galaxy a Science Division courier, the Quiet Hand, drifts with no crew and its bay sealed from the inside. In the rack is a prototype stamped WILL-O'-THE-WISP: the marsh light you chase and never catch. Its last order: "Under no circumstances let this fall into private hands."

Your name on the galaxy

When you sell or hand in data at a station while signed in with a callsign, the shared galaxy records who got there first: one record per world, moon and signal, the first commander to bring its data home.

Discoveries make the news (idea, Mark, 29 October 2026)

Mark: "add news to station news feeds where CMDRs discover stuff... if a CMDR docks and posts surveys then this becomes news!" Commanders' firsts already reach the home page's live feed (live-feed.md: CMDR JAMESON charted Lave first: the planet, a moon and a derelict). This brings them into the game's own station news boards.

Stage 2: worlds you can watch change

Finds that change the world: precious deposits, found by explorers and sold to a company, that become developments every career supplies, guards or raids. Designed in from discovery to development.

Alongside the station yards of building worlds:

New signals over time (proposed, not built). Today a system's signals are fixed, so a commander who has found them all has nothing left there but its trails. Instead, a few signals could be tied to the clock as well as the seed: a fresh beacon or wreck now and then, the same for everyone at the same moment (a stricken ship's beacon this week, gone by the next), so places you know keep giving. The old ones fall sunward as the new ones arrive. Each new one needs its people and its feeling, like the rest.

Hiding in the clutter (stage 1 built October 2026; stage 2 proposed)

Wrecks already stop lasers. Clutter goes further: a ship in among the wreckage is hard to pick out at all. It gives the fight somewhere to go besides "shoot or run", and gives running dark a second use.

The rule.

What the hunter does. An enemy that loses you doesn't forget you. It flies to where it last saw you and searches, circling the spot, for 30 seconds. See you again and it attacks; time out and it gives up (a pirate goes back to hunting traders, police back to patrol). Police hunting a wanted commander search the same way: you can lie low from the law, too.

What you're told. Entering a field: In the clutter · hidden beyond 1.5 km. When a hunter loses you: Lost them · they're searching where they last saw you. When one gives up: They've given up the search.

Stage 2 (proposed). New places to hide, each with its people:

Planetfall (proposed, later)

Going below orbit, in stages: first skimming a planet's upper atmosphere (a Dragonfly's wings make it the first ship that can, the Dragonfly), then landing pads at settlements, then real surfaces to fly over and explore. Each stage needs its places and its people, like everything else here.

Stage 3: witchspace itself

Stage 4: Legends

Very rare seeded encounters at the end of the longest trails. The first: the original game's first mission, the hunt for a stolen prototype, the Constrictor, as a trail of sightings across a galaxy.

The Falcon (built, October 2026; to be redesigned)

Next: the Falcons, a Legend: one named captain a galaxy (the Solo sons, who hid the Ninefold's forty-one), met on her own circuit, who disables rather than destroys and remembers you. The first version below is a random pirate roll, and plays as a hazard rather than a Legend.

The first Legend in the lanes: a pirate, and a nod to CMDR Solo (Samuel Penn, who flew Elite in 1984 and draws its ships for Traveller; see CREDITS).

The galaxy grows: made by players, found by explorers

The heart of exploring in the long run. Nobody needs to generate more galaxy: the community grows it, and explorers are how the community finds what it made.

Fairness and pacing (reviewed October 2026)

Measured from the game's own seed and prices (averages over all 2,048 systems): a system holds 2.7 bodies and 0.6 signals, worth about 12 explorer points and 190 Cr of data (600–950 Cr once carried 20–40 light years). Surveying a system and jumping on takes 5–6 minutes, so a keen explorer manages about 10 systems an hour.

Who is first, and does it matter?

Who benefits
Ranks, trails, the Ninefold, the lost courier and the Wisp, data income, contracts Everyone equally: per commander, from the same seed, or refreshed on the clock
First discoveries First come: about 900 a galaxy (7,263 in all), and a keen explorer claims 25–35 an hour. Galaxy 1 would be mostly named within weeks
Deposits (development) First come: about 12 a galaxy as designed, findable in an afternoon

Firsts are prestige, not power, but if the only names on the galaxy are early names, a new commander arrives to a finished map. So:

  1. Honest claims (built, October 2026): claims capped at a human pace (about 60 an hour an account), checked on the server against the seed (the moon or signal must exist in that system; the galaxy generator is plain TypeScript and runs in the Worker), and an admin tool to wipe one account's claims.
  2. Firsts that renew: Latest survey beside Charted first by on the chart (surveys go stale after a few weeks, and the Science Division pays again); deposits arrive in survey seasons (a few new ones a galaxy each month, from the clock); and above all, the galaxy grows with community content.

Pacing (built, October 2026). Before the rebalance Voyager took about 12 hours and exploring paid 6,000–9,000 Cr an hour against 1,500–3,000 from contracts (median 167 Cr a run): too fast and too rich. Elite, at a kill every 3–6 minutes, is 300–600 hours. Each explorer rank is now paired with a combat rank of similar effort:

Explorer rank Points (was → now) Time Combat twin
Pathfinder 100 → 400 about 3 hours Average / Above Average
Trailblazer 250 → 1,000 about 8 hours Competent
Pioneer 600 → 4,000 about 35 hours Dangerous
Voyager 1,500 → 18,000 about 150 hours (about 70% of the eight galaxies charted) Deadly

The data distance bonus is capped at 3× instead of 5× (about 4,000–5,000 Cr an hour, level with good trading), and the Will-o'-the-Wisp is found at Pioneer and works only while your lasers are cold (none fired for 10 seconds): an escape tool for explorers, not armour for pirates. Commanders who passed a door under the old numbers keep what they bought or found; the rank shown follows the new table. Elite stays above everything, earned in combat only. See routes to Elite.

Numbers (stage 1)

Trails a galaxy 16, 3–5 systems each, each step within 7 LY
Trail end salvage cache, 250–400 Cr of data, 25 points
Ninefold report 1,200 Cr and +3 W-Y standing at a W-Y station, or 300 Cr and −3 published elsewhere
Moon grades Barren ~50%, Marginal ~33%, Candidate ~17%; Candidate data ×4
W-Y data price ×1.25 at any W-Y station
Survey contract moons of a system 2–4 jumps out; 120 + 90 a moon + 70 a jump
Long-Range Fuel Tanks 2,200 Cr, tech 8, 10 LY
Deep Survey Scanner 1,800 Cr, tech 7: range ×2, time ×½, signals ×4

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/exploration.md on GitHub, open to pull requests.