1. The only reason I have had any success with a playthrough focused on Exploration, is because the Random Number Generator gods finally decided, in Year 5, to place some Alpha AI/Blueprints/Synchrotron Core in a research station.* And I had to pull of a feat of Going Dark and sneaking past Pirate Armadas to get it. (more on that later) This 1million cr "haul" is the only reason I was able to consider having a combat-capable fleet and colonies, prior to that stroke of luck, the game was not advancing.
*I have yet to encounter a Pristine Nanoforge, as opposed to a corrupted one. This has not happened yet in 60+ hours of gameplay.
2. If Random Ship X (you use Ox Tug as an example) is required to transport certain items, what will happen is, they will not be salvaged by a early-to-mid game player.
3. Items not salvaged are gone.* They are effectively destroyed.
*Yes, they are cargo containers, but the "crates" do not remain in space long enough to be returned to, when they are on the Fringe of the map, where an Exploration Fleet is most likely to find these valuable items.
4. Ruins/Station salvage would need to be overhauled, so it functions like Derelict Station storage, for leaving a valuable item behind to be a functional game mechanic.
5. Anything found on Exploration, Survey, and Salvage, is going to be, by definition, far away from the Core Worlds. This means lots and lots of fuel will be used. Multiply the fuel per light-year of any ship an Exploration Ship is going to keep around by 100.
6. Ox Tugs cannot be afforded by an Early-to-Mid game player.
7. No, an Early-to-Mid game player cannot afford an Ox Tug.
8. An Exploration Fleet must make hard economic choices. Everything there must
A. Make money. (E.G. Salvage Rig, Shepherd)
B. Haul Supplies/Fuel/Crew for surveying planets with ruins.
C. Provide Defense.
D. Doesn't belong in the Fleet.
9. An Ox Tug is Case D. It doesn't belong in an Exploration Fleet. It guzzles fuel and supplies, while contributing nothing. It doesn't make money. It can't store enough cargo, fuel, or crew to be useful. It has zero combat capability. An Exploration Fleet, especially in the Early Game, will not be able to afford one without bankrupting the player.
10. Remember when I said I - barely - managed to sneak a Synchrotron Core past Pirate Armadas? This isn't happening if you make it an item that emits a signal. If that were the case, I would have savescummed and not taken the tech haul.
11. How much money do I have left after upgrading my fleet? About the value of that Synchrotron Core. That Core is the only reason I can consider building a colony now. Understand this. Making the game's most valuable items inaccessable, prevents new players from being successful.
This hurts Exploration.
This hurts Salvage.
This hurts Colonies.
12. Please remove the word "fun" from this thread's title. It is an inaccurate description.
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Bonus Lucky 13: Fluff-based arguments are incorrect. Carriers exist.
IIRC A nanoforge is a piece of equipment a carrier uses to produce new fighters on demand. A synchrotron core is a specialized nanoforge that produces only fuel. A carrier's nanoforge is specialized to produce only fighters.
From this evidence, we can say:
A. A carrier's nanoforge fits inside a Destroyer-size vessel (Condor, Gemini) just fine, thank you.
B. A carrier's nanoforge takes up less than 100 cargo.
C. A carrier's nanoforge does not "bleed" enormous sensor emissions while in normal operation, heavy-use (combat), or in flight across the map.