Something to consider is to make the E-Burn panel flash when the fleet is 'touching' an active storm cell.With a big fleet, that will not help because some ship takes a big enough hit to send CR too low and prevent E-Burn. E-Burn should be done before a storm strike.
Hi there! Just wanted to mention that if you use Emergency Burn, you can punch right through storms and actually use them to go faster and shave time off your trip. At the expense of some supplies to repair damage from storm strikes, but that's generally not too bad.
The game could definitely stand to make that clear somewhere, hmm. That's not to say that they'd be in a perfect place otherwise, but it definitely feels to me like something where once you have a feel for all the mechanics involved, it more or less just works out. But it seems like it's also frustrating if one doesn't. I do appreciate your feedback!
The auto pathing is what really bothers me and feels very arbitrary to have it in place rather than; "IF storm hits THEN take X damage" along with "IF storm hits AND damage applied in the last X seconds THEN do nothing". This would eliminate rapid stacking of storm procs while removing the super speed auto path which seems like it's in place because the same storm can (I think) proc damage multiple times, which if you were moving slow enough it would kill your fleet very quickly.
The auto pathing is what really bothers me and feels very arbitrary to have it in place rather than; "IF storm hits THEN take X damage" along with "IF storm hits AND damage applied in the last X seconds THEN do nothing". This would eliminate rapid stacking of storm procs while removing the super speed auto path which seems like it's in place because the same storm can (I think) proc damage multiple times, which if you were moving slow enough it would kill your fleet very quickly.
Hmm, interesting - what you're describing is similar to how it works, at least as far as damaging storm strikes - those are limited to about one every 5 seconds, on average.
The speed boost (which I think is what you mean by auto-pathing?) can apply more often than that and is tied to the animation of the storm strikes. The direction a strike pushes you in is away from the cell the strike is in, so you can to a degree control which way you go by controlling the angle at which you hit a storm cell. If you head directly into a storm, you either need e-burn on to punch through, or chances are you'll get bounced back out.
The reason the rapid stacking is there is because it's something the player can make use of to speed up travel, especially when paired with e-burn and a certain hullmod. It's also possible to spot glowing cells that are about to break into storm and pass over them so that you benefit from the strike when it happens just behind your fleet.
Quick suggestion Alex, if help tooltips are on? Make it pop a message the first time you hit a hyperspace storm and have it explicitly mention Emergency Burn and what it does in relation to them.
With a big fleet, that will not help because some ship takes a big enough hit to send CR too low and prevent E-Burn. E-Burn should be done before a storm strike.
Eh you can't realy control its direction unless you sit on the front central hit box of a zone, but then you get pushed off centre on other storms. At that point you are at the mercy of RNG. I've been pushed several light years in the wrong direction many times and it's complete bogus. There is no skill to master, only RNGesus. And it does not make a journey quicker because of that.
Eh you can't realy control its direction unless you sit on the front central hit box of a zone, but then you get pushed off centre on other storms. At that point you are at the mercy of RNG. I've been pushed several light years in the wrong direction many times and it's complete bogus. There is no skill to master, only RNGesus. And it does not make a journey quicker because of that.
It's not precise, but you can definitely control it to a degree. I just spent a couple of minutes flying through storms without getting caught in... a cascade, I guess we can call it - though I know exactly what you mean - and without getting knocked off course much. But, yeah, emergency burn is the quick and easy answer to any storm-related problems :)
(And, I'll say, I do understand that getting caught in a cascade is frustrating. The game should definitely explain that you can e-burn to get out of that.)
A dumb mechanic is a dumb mechanic regardless of how much you play around it.Storms before 0.9 were horrible. They slowed your fleet to a crawl (even through S-Burn) and voraciously devoured supplies very quickly. Get caught deep in one, and you might as well reload the game on the spot.
@ Alex: Reactive E-Burn being possible later sounds nice. Currently, I need to pre-emptively use E-Burn before I ride storms with a gigantic fleet.
QuoteA dumb mechanic is a dumb mechanic regardless of how much you play around it.Storms before 0.9 were horrible. They slowed your fleet to a crawl (even through S-Burn) and voraciously devoured supplies very quickly. Get caught deep in one, and you might as well reload the game on the spot.
0.9 storms are more useful than not. They are an annoyance if your fleet gets caught and cannot E-Burn to control where it goes. I like storms because travel through much of the sector at burn 30 is very convenient.
this is how you do be at a hyperspace storm when you do just starting the game and not undetstand them:
(https://i.imgur.com/cQkefhO.png)
this is how you are at a hyperspace storm when you have understand the emergency burn button and timing where you impact the storm cell as it light:
(https://i.imgur.com/vhUJSYt.png)
i like it ;D be the second one cat
but you can always fly around them if you have many big ships and not efficiency overhaul or solar shielding and not want to take damage
maybe there could be more corridor in the c,oud, that it my only suggestion
You completely missed my point by a mile. I'm pretty sure I made my point clear when I said it's immersive breaking and I don't want to be a nob, however, let me spell it out for anyone who misses my point about the functionality of the mechanic:
I T M A K E S N O S E N S E
Why would a space ship be flung LIGHTYEARS away by what appears to be a storm. You may be able to justify it in your head, but to me I just cannot believe how it would ever even be remotely possible for such a thing to happen even within a sci-fi universe. It completely ruins any sort of immersion I have in the game. Just as many people don't want mods that deter from the vanilla theme too much (examples such as minecraft ships or star trek lore shoehorned into starsector's universe).
maybe there could be more corridor in the c,oud, that it my only suggestion
The hyperspace map shows the cloud densities, part of the game is to plan your route around them. In the past they were a challenge, you had to account for them. Now, the first system you stop off at you can fill up with fuel and supplies til it's coming out your ears.The default one does not show precise location of nebula, while the other one that shows where they are shows too much and blots out much of the map in a blue haze.
Quotemaybe there could be more corridor in the c,oud, that it my only suggestion
God no please don't nerf the game to please the whiny pinheads, they will keep whining til it is a point-and-click adventure.
The hyperspace map shows the cloud densities, part of the game is to plan your route around them. In the past they were a challenge, you had to account for them. Now, the first system you stop off at you can fill up with fuel and supplies til it's coming out your ears.
As for not making sense. If this was in space, there probably should not be space terrain, just... space, mostly. But in Alex's hyperspace (which is not normal space with stars and planets), it is in an alien dimension and in an alien environment that does not need to make sense.
And since Starsector is a game, gamist elements to make the game play smoothly are justified.The hyperspace map shows the cloud densities, part of the game is to plan your route around them. In the past they were a challenge, you had to account for them. Now, the first system you stop off at you can fill up with fuel and supplies til it's coming out your ears.The default one does not show precise location of nebula, while the other one that shows where they are shows too much and blots out much of the map in a blue haze.
I have no idea what you are talking about with your first paragraph.The point was since hyperspace is an imaginary dimension (or an alien dimension if one wants to try to immerse in it), there is no obligation to make as much sense as normal reality (for trying to be immersed in it). Maybe the gameplay in hyperspace stinks, and it does not matter if it makes sense or not. It can make perfect sense (or not) and still be a bad mechanic.
I go around and take the space lanes all the time when traveling. So its definitely doing its job for me