I'd cut storms all together but I recognize that navigating hyperspace is part of the challenge of the game. I just question whether there isn't some other way to provide this challenge without it becoming tedious.
The "consequences" are that you have to
A) navigate through them trying to time the travel through the clouds, dodging the one's with storms in them, or...
B) forgo the travel through the clouds and use the open lanes instead.
This messes with direct line travel, yes, but it costs NO extra supplies per day when you don't get hit by storms. It will however cost you more time travelling, ergo more fuel and some extra supplies due to more days spent travelling. It's now up to you to do the math and figure out if you would prefer the way around, or diving into the clouds gambling on getting hit or not, and if you get hit, if the extra supplies per day comes out as less then it would cost you to 'go around.'
Seems like a decent consequence to me.
They are just something that wastes a players time before he can have fun, be it battle, trading, colony management or simply outfitting your ships.
Hyperspace Storms would make sense if they didn't increase or decrease fuel consumptionI don't know if it would be more fun, but it would definitely make more sense. Going through deep hyperspace takes extra energy, and being pushed by storms adds energy.
emergency burn anyone?
but seriuly on a burn 20 fleet an hiperspace storm will send you flying at burn 30, making then an esential tool of the avid capitan who needs to travel far from one place to anoter, they are only really dangerous in the early game were, geting hit by a chain, can make your ships lose too much CR and, because of that not being able to recover your fleet because of how dry the player is on the early game.
Hyperspace Storms would make sense if they didn't increase or decrease fuel consumption
emergency burn anyone?
but seriuly on a burn 20 fleet an hiperspace storm will send you flying at burn 30, making then an esential tool of the avid capitan who needs to travel far from one place to anoter, they are only really dangerous in the early game were, geting hit by a chain, can make your ships lose too much CR and, because of that not being able to recover your fleet because of how dry the player is on the early game.
Early game? Even late game a storm can drain you CR like crazy and ea trough 1000 supplies in an instant.
I keep getting surprised at just how much supplies the storm can cost.
I'm running around with 5 mega-freighters and 2 mega fuel tankers b.t.w.
I am resurrecting this thread.Are you sure you're using the most recent version? Hyperspace storms bounce you around like a pinball now, they're anything but slow.
I started up SC again and love the game. But the Hyperspace Storms are just game ruining. Not even fun in the slightest. Tedious, frustrating, wasteful. Slow boating through magic space lightning storms is, well, painfully boring.
There are many ways to make hyperspace enjoyable. As stated already, ships and objects to explore or navigate around. Maybe make hyperspace a strategic map where entering other peoples (including AI and Pirates) territory spawn a daunting fleet to run from or buy your freedom from.
Maybe make hyperspace a strategic map where entering other peoples (including AI and Pirates) territory spawn a daunting fleet to run from or buy your freedom from.This is hyperspace, not tall grass.
QuoteMaybe make hyperspace a strategic map where entering other peoples (including AI and Pirates) territory spawn a daunting fleet to run from or buy your freedom from.This is hyperspace, not tall grass.
emergency burn cant be used with mothballed shipsThere's a reason industry skills are good. One of them removes the supply requirement from emergency burn. This skill should really be quite high up on your priorities if you're recovering ships for storage and later use.
No it is a 2D game with a boring mechanic. If you don't like it purpose something useful.But I like hyperspace storms. The scaling factor is good, storms don't shred low level fleets and instead are more dangerous to large fleets. Getting pushed around by storms is also good, there is value to navigating around and hitting all the sweet spots to get maximum speed.
No it is a 2D game with a boring mechanic. If you don't like it purpose something useful.But I like hyperspace storms. The scaling factor is good, storms don't shred low level fleets and instead are more dangerous to large fleets. Getting pushed around by storms is also good, there is value to navigating around and hitting all the sweet spots to get maximum speed.
I do think that storms are perhaps not dangerous enough. Almost every time I'd rather travel directly through a storm and pay a handful of supplies to save a bucketload of fuel/time. I am okay with the current "mild storms" being rather ubiquitous, it's impossible to travel between worlds without hitting a dozen mild storms. I do think there should be "serious storms", rare patches that are extremely dangerous and should be completely avoided.
Perhaps extreme storms should be a random game event and not fixed locations at map generation? Every once in a while an area becomes at risk of super storms, thus posing a navigational hazard to everyone. Core systems might have "hyperspace stabilizers" or nav beacons or something similar that reduce the danger of a super storm spawning nearby. But for the most part, they're stuck with buckling down until the storm passes. The storm would also create trade opportunities, as the world will suffer greatly on trade until either the storm ends or a daring trader attempts to break through.
I would definitely enjoy if there was a way to direct storm damage to a particular ship. It'd be nice to travel with "lightning rod" support ships, which help protect your fleet and maybe even allow a safe passage through serious storms.
A handful of supplies is not accurate at all and I max travel skills out.I've danced around in a storm with a petty 25x ship destroyer fleet. Damage from storms is around 5-10 supplies per hit, and there's a considerable cooldown between fleet hits. Maybe modded or ultra huge fleets have real concerns, but I don't see anything wrong with calling it a handful of resources at that scale.
QuoteA handful of supplies is not accurate at all and I max travel skills out.I've danced around in a storm with a petty 25x ship destroyer fleet. Damage from storms is around 5-10 supplies per hit, and there's a considerable cooldown between fleet hits. Maybe modded or ultra huge fleets have real concerns, but I don't see anything wrong with calling it a handful of resources at that scale.
The scaling danger is great because it means that jumbo monster fleets aren't the end all of fleet design. Travelling light has its perks too, and being safer in hyperspace is a good perk to have. On the downside it limits what you can find in hyperspace. There can't be jumbo huge fleets waiting in the storms to ambush you, because they would also get obliterated by storms.
Take off the solar shielding, I hate forced mods to make the game playable. I don't run monster fleets, one explorer capital and several destroyers.Ah, ya caught on to my game! After removing a total of 3 solar shields from my dram tankers, I now take 6-12 damage from solar storms. I think I saw a 15 happen maybe once? This fleet has Safety Procedures 2, but most of the time my CR gets 1-shotted to 0%. I'm not a mathamagician, but I don't think getting half-shotted to 0% will make a huge difference. SP2 is making a clear difference on the combat destroyers, by getting hit for 8-12 instead of double that. Colossus cargo cruisers don't have any noticeable price spike.
Take off the solar shielding, I hate forced mods to make the game playable. I don't run monster fleets, one explorer capital and several destroyers.Ah, ya caught on to my game! After removing a total of 3 solar shields from my dram tankers, I now take 6-12 damage from solar storms. I think I saw a 15 happen maybe once? This fleet has Safety Procedures 2, but most of the time my CR gets 1-shotted to 0%. I'm not a mathamagician, but I don't think getting half-shotted to 0% will make a huge difference. SP2 is making a clear difference on the combat destroyers, by getting hit for 8-12 instead of double that. Colossus cargo cruisers don't have any noticeable price spike.
The damage from solar storms does exist, but it's absolutely not a stone wall at the destroyer fleet level. Sometimes getting zapped is even profitable, thanks to saving on fuel and travel time.
I am not sure why you think 12 units per hit is a small amount for a toy destroyer fleet. That is thousands of dollars per hit for a crappy little fleet that won't stand a chance against a real fleet. Not even a proper exploration fleet.Yes, and? I say it's a minor hit because it's a minor hit. The game starts you with missions that pull in $50k or more. Getting whacked for $1k is not a big deal. It's even less of a deal for a tiny fleet that can burn $20k/month on simply existing (fleets typically cost WAY more, mind you) and roughly $2k for every day in hyperspace. Of course these expenses don't really get represented on the payroll screen, so only the big bad hyperspace lightning gets the hate.
A 25x destroyer fleet can handle all but the largest enemy fleets. It might take a few losses just because destroyers can't tank that many shots and a rogue burn driving Onslaught or a concentrated bomber barrage might get a few kills, but its certainly not weak.
I've danced around in a storm with a petty 25x ship destroyer fleet. Damage from storms is around 5-10 supplies per hit, and there's a considerable cooldown between fleet hits. Maybe modded or ultra huge fleets have real concerns, but I don't see anything wrong with calling it a handful of resources at that scale.SpoilerQuoteA handful of supplies is not accurate at all and I max travel skills out.[close]
The scaling danger is great because it means that jumbo monster fleets aren't the end all of fleet design. Travelling light has its perks too, and being safer in hyperspace is a good perk to have. On the downside it limits what you can find in hyperspace. There can't be jumbo huge fleets waiting in the storms to ambush you, because they would also get obliterated by storms.
So we can talk with utter certainty that bobuncles is talking about 25 destroyers,25 ships, with destroyers. The destroyers definitely benefit from the 50% storm reduction talent, as they have plenty of CR to lose. The baby ships simply don't care as they get hit for maximum damage no matter what. Yes, it is a baby fleet. Small fleet = small damage. I tried swimming in storms to maximize damage, but it struggles to be a serious drain on my particular fleet. I'm using the "cost for full fleet repairs" as my indicator of damage.
in my experience, if you have the skills, its far easier to autonavigate on sustained burn through storms than it is to go around them. You save a LOT of time, which equates to saving a lot of resources. On autonavigation your fleet can generally stay aimed at its target so long as you are flying directly at it. With high speed of 30 or more you can skip a LOT of storm and only take ~3 hits.
isn't very obviously trying to throw things in the player's way deliberately, is Star Control 2.*we come in peace*
1) This is mandatory in my opinion: have the sector map actually show cloud formationsYou can view this by pressing ''1'' I think, or maybe ''2'' on the map, whichever one is called Starscape. And I completely agree with waypoints.
1) This is mandatory in my opinion: have the sector map actually show cloud formationsYou can view this by pressing ''1'' I think, or maybe ''2'' on the map, whichever one is called Starscape. And I completely agree with waypoints.
have the sector map show the actual, correct locations of cloud formations,^