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Starsector => General Discussion => Topic started by: StarScum on August 14, 2019, 08:43:21 PM

Title: Hyperspace Storms: Unfun or Necessary?
Post by: StarScum on August 14, 2019, 08:43:21 PM
By far the worst part about this game is navigating hyperspace storms. Its just such a drag when I have a mission to go to the other side of the sector and have to brace myself to spend times looping in and out of storms. It's mindless but i still have to pay attention; its the worst.

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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: SKKiro on August 14, 2019, 08:46:39 PM
I personally think they are fine. Most of the time they are scattered around just enough so you can thread the needle, which I find fun to be frank.
However when it's a whole cloud that's like this and you have to make a huge detour is where it can be problematic in my opinion.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: pedro1_1 on August 14, 2019, 08:51:07 PM
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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: JasperChwan on August 14, 2019, 09:40:54 PM
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.

I do agree, it is tedious and unfun especially early on. Now that I have started to understand how to avoid it or mitigate it, it adds  layer of challenge that is mild and constant, which has kept my bounty hunting from getting stale.

Just last night, I had 60 fuel in a large fleet. I stashed everything I could at my fledgling colony and once in hyperspace manage to bounce off of storms with zero fuel to a star with shops. It was one of my favorite moments in the game so far and thrilling.

TLDR: Unfun yes, but also challenging which adds fun back to the game
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Megas on August 15, 2019, 06:00:33 AM
I like storms because of burn 30.  Storms cut down on the tedium of traveling, and do more good than bad.  Storms are mostly upside and beneficial.  I dislike travel in huge systems (like Penelope's Star) where there is no way to exceed burn 20.  Time is critical, and anything that speeds up travel is great.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Darloth on August 15, 2019, 12:22:51 PM
They're usually fine.  Occasionally you run into a big knot of them, at which point remember that emergency burn lets you basically ignore the effects of terrain for a short while - AND you still get the speed boost.

The downside is your fleet will be low on CR and damaged afterwards, and possibly E-Burn will be on cooldown so you can't evade as easily, but if any of those things are changed then the terrain is no longer meaningful and will indeed just be an annoyance.  At least this way it's a choice of whether to go around (costing more fuel) or through (higher risk)

It'd be more impactful if fuel wasn't pretty cheap, mind you.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Terenin on August 15, 2019, 01:47:42 PM
Hyperspace storms do two things and two things only - provide meaningful 'terrain' to what is otherwise a flat map with land-marks on it, and add hazards that can double as speed-boosts if you know what you are doing and have planned ahead. As in, you have good repair skills and the resources to spare.

I like them myself, it makes moving from A to B more meaningful due to the layout of the 'terrain' and it helps you either move fast or, if it's not a storm in the cloud, it helps you HIDE. This is how ambushes in hyperspace happens, and I love it because hyperspace becomes more than a means of traveling that's not interacted with, it becomes an alternate map equal to the Warp in 40K - here be dangers lurking, either man-made or 'natural.'

My best advice? Plan for them, keep the fleet's agility and speed up to the point where you move around them, learn to dodge between them when it's clear, and learn when it's wise to intentionally boost your speed at the cost of some more supplies. Also removing max-burn on occasion to improve mobility at the cost of speed can really help you navigate around them.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Darloth on August 16, 2019, 11:53:26 AM
I should note - the map should show them more clearly.  If they're meant to be something we discover when we fly there then add fog of war, but right now the hyperspace map only -vaguely- indicates the actual shape of the storms there, and that IS annoying.  You have to remember where there's a passage and where there's just a wall of storm.

That could and should be better.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Plantissue on August 16, 2019, 12:08:48 PM
I agree with the above. If it is meant to be discovered, there should be a fog of war. Would feel rewarding, as if you are actively charting hyperspace. Toggling off stascape is useful but is rather vague and would feel more pleasant if it accurately portrayed the deep hyperspace.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: SCC on August 16, 2019, 02:21:43 PM
In 0.9, there were just too many storms. Now their numbers are more manageable and if you wish, you can avoid them or use them to move faster. I typically care little enough, and manage my resources well enough, that I just alt-tab out for long hyperspace travel. I can always get more supplies and I rarely ever get jumped on by anything.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Cyan Leader on August 17, 2019, 06:30:11 AM
I agree with SCC, in .8 I always managed to dodge the annoying parts but they became too dense in .9.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: mangalore on August 17, 2019, 10:02:50 AM
They are not fun nor necessary.

I get the idea of creating "terrain" in hyperspace, but they do not really do anything but annoy you if you get into a flipper arcade for a while as you tried to cross some cloud heavy region. But that's it. You may have used more fuel and supplies but in late game that is not the issue, getting to the fun bits where you may be at risk of losing a ship or two is!

I could see a kind of weather system where currents/winds increase your burn levels to travel but can also turn bad, but overall the current solution is
1) too static, those clouds do not feel like they inform travel routes.
2) too rng. You usually cannot do anything about them. If you don't want people using that terrain, make it unroutable, at least for autopilot.
3) too dull.
4) actually without consequence (which given their rng nature is a good thing!). Maybe once in 1000 times a storm might lead you into a fight you tried to avoid. Otherwise it just annoys the hell out of you from A to B and costs more money.

I don't see how this is creating more fun or consequence. With a system of currents which connect systems and which may change or have storms from time to time I could see some Sid Meier Pirates! kind of travel mode which can be fun, but the current system is just a time waster and not adding to gameplay.

The core gameplay loop is: Get mission, go to mission area, beat bad guy, loot, repeat. This is just getting in the way of that gameplay loop.

if you'd want more of a Sid Meyer' pirates! gameplay loop you kind of need a smarter / dynamic system of hyperspace travel that right now.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Terenin on August 17, 2019, 11:38:04 AM
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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: SafariJohn on August 17, 2019, 12:01:08 PM
I prefer to hit storms. It saves me RL time and fuel, and the supply cost is negligible.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: mangalore on August 17, 2019, 01:52:27 PM
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.

Those "consequences" are completely inconsequential. In late game colony investments, capital ships as well as the target bounties and missions you do rank in the 200-500k range (plus significant scavenging resources which might end up your fleet with excess fuel after having stripped the wrecks clear). You can bulldoze through any storm and pay the difference because they do not matter.
I am never bemoaning the supplies or money lost, but the time me as a player wasted.

The bad thing is being thrown into a pinball machine which is simply a time waster which makes it harder to get to the exciting gameplay. As I outlined I am not fundamentally against some terrain dynamics, but they need to actually give you some positive feedback as well as negative risks to give you as a player agency and feel a negative outcome as being the fair result of some decision of yours in gameplay.
In pirates! that would be you chasing some galleon around the Carribean when you accidently clip a hurricane and now have your sails wrecked and speed impaired so running away from some privateer gets tough. The reason this kind of consequence feels fair is because that on map travel feels meaningful to get to the battles. You chase your enemies or your enemies chase you.

In Starsector all the meaningful gameplay takes place inside system at distinct locations (ABC) so everything in hyperspace is mainly idle time to get there. At best you may get a random encounter en route, but that is also no different from in system travel.

Hyperspace currently does not feel organic in how those clouds are placed, ships travel in or around it or how they interject into a player'splans. 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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: StormingKiwi on August 17, 2019, 08:47:23 PM
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.

Agreed. Unfun and unnecessary.

Rather than have hyperspace storms, I'd prefer it if there were more ships patrolling hyperspace to interact with, interdicting each other, etc. 
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Igncom1 on August 18, 2019, 01:21:30 AM
I don't mind them, but they do get in the way.

I'd prefer them over empty hyperspace or having to play cat and mouse with pirate fleets every time I want to travel.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Demonocolips on August 18, 2019, 08:30:14 AM
honestly the hyperspace clouds are more annoying than anything. maybe if the player had some way to affect them. maybe since the game does have a basic traffic modeling system the clouds would be pushed out of the way for high traffic areas and the storms would be when the cloud models expand and cut off traffic in these lanes.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Agile on August 18, 2019, 10:33:28 AM
A good compromise is making the Gate mod part of the default game.

The gate mod lets you restart gates and use them to travel from point A to B. Early game you don't need this as you stick around core or go around exploring for credits / loot, but mid to late game when you got colonies and you really need fast travel, being able to use gates locally if they are restarted is a godsend.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: BTracer on August 18, 2019, 10:51:23 AM
Starsector\starsector-core\data\config\settings.json

"minTerrainEffectMult":0,
"standardBurnPenaltyMult":0

After 100 hours following "Space Lanes" I figured my time was more valuable than this particular game mechanic, those settings make travelling long distances eminently more enjoyable while keeping the storms somewhat still interesting/dangerous.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: shoi on August 18, 2019, 08:38:52 PM
Not really a pain or "fun" when you have a small fleet, seems to be the gripe people have comes when you are using a big one though. In that case, definately fun for the speed buff, until they knock you wildly off course resulting in you losing enough fuel to be unable to reach your destination and in the middle of nowhere before being pulled into a system full of [REDACTED]
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: PrinzMegahertz on August 22, 2019, 12:08:22 AM
I also think that hyperspace travel is the weakest part of the game because it offers nothing that provides a decent challenge or anything that can be handled by skill. It's just a pain in the ass. Imagine mound and blade where 90 percent of the map was full of swamps and your pathfinding would lead you directly through it, constantly forcing you to babysit your fleet.

Maybe there should be hyperspace roads using simpler gates that connect the core worlds creating sort of hyperspace roads that safely lead through storms. Storms in the periphery should be more severe and maybe contain some enemies that hide in them (specialised REDACTED maybe?)
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: xenoargh on August 22, 2019, 12:45:13 AM
I totally laughed at the Mount and Blade reference.

I actually made a mod at one point that made players get jumped by enemies if they hit Storms.  It was a little ridiculous and over-the-top, but kind of fun.

I think that generally, Hyperspace needs a lot more interesting mechanics and things to do (like, finding Pirate bases there, areas full of wreckage to loot, but watch out for [REDACTED] swarms, areas that suck you in to Bad Places, etc.), like Systems have now, and fewer areas covered by it-slows-you-down stuff. 
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: SonnaBanana on August 22, 2019, 12:54:13 AM
Hyperspace Storms would make sense if they didn't increase or decrease fuel consumption
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: sotanaht on August 22, 2019, 01:52:58 AM
Hyperspace Storms would make sense if they didn't increase or decrease fuel consumption
I 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. 

Lets say you have a fleet with max burn 10 that normally spends 100 fuel per day to travel at burn 10.  Going into deep hyperspace reduces your max burn to 6.  In this example, you should spend 100 fuel per day to move at burn 6 in deep hyperspace.  If you cut speed to burn 3 then you would spend 50 fuel per day, because you are moving at 50% of max speed.  Hitting a hyperspace storm accelerates you from to 30, so even though you are moving at 30, your engines are only pushing as much as they would if you were going 10 (or 6 if deep), so you still only spend 100 fuel per day.

The formula looks something like (Current speed/current max speed)*fuel per lightyear*maximum burn (on sheet)*sustained burn (x2 or x1 for none).  It could also be further modified to change the cost associated with sustained burn, so that it was more or less efficient.  Current max speed is determined without the "go dark" modifier or anything like it because those are equivalent to letting off the throttle while deep hyperspace is more like going uphill.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: TrashMan on August 23, 2019, 04:54:56 AM
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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Racionador on August 23, 2019, 06:43:39 AM
I honesty think its a interesting feature, its annoying but its part of the realism, Space is not empty its full of little particles.
I think what should happen its a feature on a late game that once you upgrade your ship its more easy to avoid them or tke some form of advantage from them.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Morrokain on August 23, 2019, 12:12:13 PM
I really like hyperspace storms and clouds for the mechanics they bring, though I get that they can also be a source of frustration. I have definitely felt that at times. I really only get frustrated in larger fleets vs smaller ones. You have less control of where you will end up in large fleets- which would realistically make sense to me don't get me wrong. I actually tend to use them for movement boosts in small fleets.

Similarly, I seem to remember at some that a pirate armada that normally wouldn't have a chance of catching me used a storm to pretty much bounce on top of me. Not sure if that was pure coincidence or AI planned but it was certainly interesting.  :o

Maybe a leadership or technology skill could (for the player and Elite enemy officers) give a reduced volatility bonus fleetwide so they could operate more like a small fleet in a hyperspace storm. At lv 3 it could also reduce CR drain by a percentage relational to Solar Shielding that could even make it nothing if all ships have that hullmod equipped. I could see that being a considerable reason to go down a skill line.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: SapphireSage on August 23, 2019, 06:20:44 PM
Hyperspace Storms would make sense if they didn't increase or decrease fuel consumption

Fuel usage is based on distance with the exception of burn speed over 20. This is why your fuel usage "lowers" when going through the clouds and "rises" (to a point) when hitting a storm. Speed > 20 is free and can only be achieved via storms or modding(donno if its still free fuel-wise if the max is raised).

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.

Storms deal less CR damage for smaller, lighter fleets then they do to larger fleets with heavier ships. One more reason why it's more efficient to move around the fringes with a smaller, lighter fleet. Having 7 capital class freighters would definitely mean any storm will zero out a ship's CR when hit. It might be possible that Solar Shielding in tandem with Safety Procedures 2 could almost entirely negate it though.

Personally, as space clouds act as an effective speed boost allowing me to spend less time traveling and more time doing not-traveling-stuff I'm very much in favor of the current clouds. Especially when comparing them to the previous iteration of cloud storms where they would slow you to 2 burn and ravage your supplies until you lose.

Plus, recently in my campaign I've been having to run around constantly dealing with raids and invasions on my colonies and my commissioned faction's planets and it felt pretty good and fun to make use of the clouds to barely beat out the deadlines of arrival and intercept fleets before arriving after a quick errand to bomb out another faction's attempt to assemble a force before they could complete it after delivering a bar procurement on the other end of the core worlds to try and make money to build more security before the market size increases. I've been having a lot of fun riding storms to do more in less time.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Plantissue on August 24, 2019, 07:01:31 AM
I wouldn't mind if storms simply slow down ships depending on fleet size, thus forcing people to go around the storms. Though I guess that's the reason why it was changed because it is annoying to move at snails pace. perhaps if storms simply didn't increase burn speed and only did CR draining storms, just to prevent the suprise pirates bouncing into you.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: MrDeath on August 25, 2019, 08:54:49 AM
Both.

Agree with the gate comment in the idea that late-mid/late game Storms get tedious and annoying. But I do figure the gates exist -because- they will eventually work on base game so that late-mid-game can avoid tedious travel. So, yeah, get the mod in the mean time.

Early - Mid/early, I think storms are absolutely fine. I would intentionally subject myself to them to bounce to Bounties/make that extra Trade Mission I picked up in time.

The timers on trade/missions mean that time is a resource in the game and the routes you take will effect the speed of your progression. Early on that is going to be difficult. Storms aid/deter in the players choice of time management and on if they are willing to gamble on certain timers.

So they have a valid reason, but I do agree that later on in the game there should be an option to bypass them as they serve their purpose of making the early-mid game riskier.

And it -looks- like from the inclusions of gates that the late game issue will be addressed.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: sotanaht on August 25, 2019, 11:16:37 AM
I'm pretty sure the gates only exist for lore reasons.  The current state of the sector is because of the "collapse" of the Domain gate network.  It's been this way for a long time.  If restarting the gates ever becomes possible, it would likely only be from finishing the game's "main quest".

It absolutely would be awesome to use them though, I'll look into that mod.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Darloth on August 29, 2019, 01:27:21 PM
At least once I was bounced by a hyperspace storm and as a result was intercepted by a Remnant fleet I could otherwise have evaded.  I lost that battle. 

I've also sometimes come out of a storm front with several ships needing considerable repair, enough that I wouldn't want to use them in combat, and so I don't agree that they're inconsequential.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Eji1700 on August 29, 2019, 01:41:48 PM
I think it's a mechanic that needs expanding and made a post detailing some ideas to that effect awhile ago that Alex is at least aware of (responded to and mentioned going over some of it).

For anyone who wants to read the whole thing (it's not exactly short)-

http://fractalsoftworks.com/forum/index.php?topic=15591.msg251581#msg251581
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Hellya on October 04, 2019, 06:16:18 PM
I am resurrecting this thread.

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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: ANGRYABOUTELVES on October 04, 2019, 06:24:57 PM
I am resurrecting this thread.

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.
Are you sure you're using the most recent version? Hyperspace storms bounce you around like a pinball now, they're anything but slow.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: bobucles on October 04, 2019, 06:35:16 PM
Quote
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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: ChaseBears on October 04, 2019, 06:39:00 PM
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.

I think storms should be reworked to be less common, instead of a virtually guaranteed constant of deep hyperspace.  Then they can be deadlier among other things.  A combination between randomly occuring storms - weather - and persistent stationary storms - a 'badlands' - would be ideal, imo.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Vind on October 04, 2019, 07:41:18 PM
Initially storms are fine but once you hit the slowest biggest fleet which can only travel at 7-13 (with navigation and 4 tugs) inside the storm troubles arise. Such fleet will be unable to reach destination without considerable loss of control and chain damage by storm and emergency burn cant be used with mothballed ships.
We need lightning conductor ship to attract all storm damage so fleet battleships will be safe.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Hellya on October 04, 2019, 11:05:01 PM
Quote
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.

No it is a 2D game with a boring mechanic. If you don't like it purpose something useful.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Serenitis on October 05, 2019, 12:20:42 AM
emergency burn cant be used with mothballed ships
There'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.

I've never really been a fan of storms. They're just a padding mechanic dressed up as 'interesting'.
BUT, thier current state is vastly superior to how they used to be. Which was bad. Like if you hit one your entire fleet slows to a crawl, all your CR vanishes, and all your supplies follow within seconds as your fleet tries to recover. Which it can't because you're stuck in a storm.
And you could be in a storm without being in the area highlighed by the storm.
Hitting one was often a 'reload and try again' moment as recovering from that was frequently a huge chore, if it was possible at all.

Be thankful they are not nearly as awful any more. And indeed occaisionally useful now.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: bobucles on October 05, 2019, 06:16:42 AM
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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Cyber Von Cyberus on October 05, 2019, 11:00:47 AM
 I personally think that Hyperspace needs some more content to it right now, There isn't any real threat in it at the moment aside from crossing the path of a pirate armada on the way to raid a system early game or approaching pather infested systems, the most interesting thing that could happen in hyperspace is a bounty hunter being sent after you for failing a bar assignment.
 As of now it's mostly a way to travel between systems and storms are only slowing down that process, if there were more threats or interesting loot (a random kite or dram with barely anything in it in the middle of a huge storm doesn't count)  lurking in hyperspace then I think it could become very interesting and the storms could spice it up, right now all they do is slow down your travel time.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Hellya on October 05, 2019, 12:08:50 PM
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.

You don't navigate sweet spots, you let it push you around or you burn a turn of fuel or supplies. A handful of supplies is not accurate at all and I max travel skills out. Also fuel is way easier to come by and cheaper. All you have written without this item is that the scale is good.

They don't actually serve a use that can't be done another way that would be more engaging and fun. If that use is to be a money sink and damage ships then there are far more fun ways to do that. If it is to move your ship faster, you guessed it, there are better ways to do that. If it is frustrate and turn you fleet into a 1970's pinball machine, just go play a pinball machine with one paddle missing.

In my opinion they don't add logical value or fun to the game. If they added a strategic value, hidden explorations sites, any reason to enter a hyperspace storm, I would be all in. Right now they do nothing but make one mod mandatory, or you can slow boat around the cloud on extremely linear, immersion breaking "hyperspace lanes". There is no other way to explain those large linear cuts in the clouds.

Now, Grand Sector mod has change the hyperspace clouds and I am enjoying what they have done. Simply because the large cutout lanes are gone and I can choose to enter a cloud if I so want without going to the outside of the sector on a lane to avoid it. It actually gives me options to avoid a fleet or jump on a fleet, it goes the other way to.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: bobucles on October 05, 2019, 01:20:10 PM
Quote
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.

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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Hellya on October 05, 2019, 05:39:34 PM
Quote
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.

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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: bobucles on October 05, 2019, 06:56:23 PM
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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Igncom1 on October 06, 2019, 12:44:11 AM
In my current game there is a large hyperspace lane that is free from any clouds that takes me right from my capital to the sectors core.

It's very handy and makes me wish I could draw on the map to highlight it, or that I could make the clouds on the map more defined to show where they really are rather then vaguely.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Null Ganymede on October 06, 2019, 06:22:50 AM
The only problem with hyperspace storms is the background simulation doesn't take them into account for colony defense. So an awesome space route to allied systems with a hellscape towards hostile ones only affects the player, not invasion fleets...
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Hellya on October 07, 2019, 06:23:00 PM
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.

Ya, lets just say that small fleets are punished by combat deployment hits and large are punished by just existing in hyperspace and deployment. Actually, it doesn't have to be large, a ship just has to be larger than a destroyer. Sorry exploration Apogee, you are not good for exploration because storms hurt you too much. Seems silly to me.

Hyperspace could be fun, right now it is just a chore. I am not saying storms shouldn't be in game. I can see it being the start of something interesting. I am saying they are not fun the way they are. Add some uses outside a storm the damages a hull, real deep space fleets, space whales, Thanos... I don't really care, just something beside lightning every few seconds.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: bobucles on October 07, 2019, 06:48:13 PM
Quote
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.

If you want to talk about incredibly punishing supply costs, spend 30 seconds sunbathing in a neutron star. Even a tiny fleet gets baked for maximum expense.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Thaago on October 07, 2019, 08:09:16 PM
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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Hellya on October 07, 2019, 11:21:49 PM
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.

Where did you get 25 destroyer fleet? That is pretty far off the mark from what bob is saying.

Anyway, so the game should be changed from starsector to destroyer fleet sector. This is what I am hearing. Just don't use anything but destroyers.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Plantissue on October 08, 2019, 04:12:06 AM
Spoiler
Quote
A handful of supplies is not accurate at all and I max travel skills out.
[close]
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.

Bobuncles typed the numbers of ships. So we can talk with utter certainty that bobuncles is talking about 25 destroyers, whether or not we disagree with him or not.

Meanwhile for you, what is on earth is a "toy destroyer fleet" or "several destroyers". How many ships is that?
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Igncom1 on October 08, 2019, 04:19:02 AM
I suppose in the end, it's hard to call being punished in a game fun.

It does give you something to actually do in hyperspace at least, as without them you'd mostly just be waiting for something to happen on long journeys. At least in systems that kinda make sense as space is big and full of stuff. Hyperspace is different however.

What could or should be the alternative? Non storms already slow you down but are largely ignorable.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: bobucles on October 08, 2019, 09:55:06 AM
Quote
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.

I also understand that storm damage is supposed to scale with your fleet? It'd be nice to see some numbers from the high end. It's a little embarrassing to have the only numbers in here, especially because I'm quite a novice and am using a fleet that most experts will blaze beyond.

Grazing a neutron star is definitely far more punishing. There may even be a related bug or two, because ships with scratch damage are demanding a huge amount of supplies to fix it. Simply touching a neutron beam triggers an automatic 40 supply cost on my fleet, and I had seen other weird issues where being under crew creates a huge supply drain. It'd be nice to hear tales from more veteran players because maybe I'm just imagining things.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: TrashMan on October 11, 2019, 02:08:50 AM
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.

This is not actually correct. You THINK you're saving lots of time, but given that 18 burn fleet slows down to 12 burn traveling trough storm, you are significantly slower, to the point that there isn't much difference between going around or going trough (and not getting bounced). You might same time if you have to go a loong way around.

Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Plantissue on October 11, 2019, 04:03:25 AM
My experience with sustained burn and storms is that it is entirely possible you will end up several days away from your intended exit point. If you don't use sustained burn, or use emergency burn and you hit a storms, you will likely emerge at you intended exit point.

Many times when you choose to go through a mass of storms and nebula, it is because going round will make you pass through a substantial detour that timewise it would always be better to go through the storms and nebula even on nomral burn.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: JaronK on October 26, 2019, 01:43:06 PM
Personally, I love the storms and deep hyperspace combos that end up resulting in interesting shipping lanes, some of which are hard to find.  I'd like to see more interesting stuff in hyperspace though.  Perhaps currents that aid movement in one direction and reduce it in others, resulting in more interesting trade routes. 

The ability to "fast travel" between locations following routes you've already done might be nice though.  It just takes the same amount of supplies, fuel, and time as your best time run to date.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Scorpixel on October 26, 2019, 05:58:09 PM
Quite surprised that hyperspace is so disliked, until now it's been quite the diverting experience (especially with roaming redacted fleets), i mean what else could there be? Unless something else is added this would be nothing more than a "please wait" loading screen.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Cyber Von Cyberus on October 27, 2019, 04:48:34 AM
@Scorpixel  Roaming [Redacted] in hyperspace isn't a vanilla feature, it's added by mods and it honestly hyperspace feels a bit empty despite all of the storms. I also wish there were a few more things there.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Serenitis on October 27, 2019, 05:29:50 AM
Hyperspace being "empty" is not really a problem. It just highlights the scale of things.

As far as games go, the closest I've seen to doing long distance travel in a way that is somewhat similar to Starsector, but isn't very obviously trying to throw things in the player's way deliberately, is Star Control 2.
Pick a destination, and go. No tedious micromanagement required (most of the time). And the only occaision you need to do anything more involved is when you want to avoid another game entity.

Translating that to Starsector (None of this is a suggestion or request)
Spoiler
How I would do hyperspace is to make 'deep' hyperspace have varying degrees of opaqueness to sensors (blinding), but otherwise have no further negative effects. Storms would be entirely cosmetic, they're only there for atmosphere.
(You could have them capable of being triggered by fleet movement if you want to give the player clues...)
And travel speed would be much higher. Not nescessarily higher as in faster physical speed, but more like compressed time so the player isn't waiting around so much but it still takes the same amount of game time to get places.

The player can then just go somewhere with no hassle, but the limited visibility creates places where other fleets can lurk, which in turn creates a choice - avoid the fluffy bits because you don't know what's in there, or just go through.
This choice in itself changes priority as the player progresses.
Early game it might not be worth taking the risk, but you don't yet have all that high maint. costs, so going round isn't going to cost you much. But it's safer.
Late game you might not care what is hiding there, and you might also be quite fed up of having to constantly baby your fleet around "stuff" when you just want to get to that place and do the thing. Just let me get there and play the game!
[close]
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: AgentFransis on October 27, 2019, 05:49:58 AM
isn't very obviously trying to throw things in the player's way deliberately, is Star Control 2.
*we come in peace*
MUST BREAK TARGET INTO COMPONENT MATERIALS
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: bobucles on October 27, 2019, 07:23:18 AM
Does the game lore allow for permanent emplacements in hyperspace? When a fleet runs out of fuel it drifts into the nearest gravity well, but warning beacons have no problem drifting around. So a hyperspace starbase may or may not be possible.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Dread Lord Murubarda on October 27, 2019, 09:47:23 AM
storms are a great part of the game, accounting for them makes it more dangerous early on, and later on you don't care about the supplies.

what I would like is for the expeditions to be affected by the storm. they should be delayed or come with less CR, like a player would if they rushed through the storms.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: AgentFransis on October 27, 2019, 10:18:14 AM
Some fun. Stare at the screen and occasionally click to correct course. Or plough through and get blown a couple map grids off course. It'd be much better if hyperspace was empty and travel time was several times faster in real time (or at least configurable). Even if speed was unchanged I would at least prefer to travel in peace so I can think about stuff instead of doing annoying busywork.

Alternatively go full 40K and fill hyperspace with demons and unspeakable horrors. Would couple as a great lore explanation for endless pirate fleets - they're all chaos worshippers and have heavy industry in the warp.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: nindger on November 23, 2019, 06:06:01 AM
I know it's been a while since this thread was last active, so it's kind of a necro. But this topic right here is literally what I made the forum account for. Hyperspace storms are, in my opinion, not fun the way they are currently implemented.
Hyperspace travel consists of dragging your mouse cursor across the screen. It's not terribly interesting.
The only thing hyperspace storms add to that is that the game sometimes randomly says "Hey, I just decided I'm going to take some of your money away, and maybe also strand you in the middle of nowhere to be sucked into a black hole." That's if you go through clouds in the first place, of course. But what is the alternative? Taking an insanely circuitous route and prolonging a part of the game that is, as we have established, just dragging your mouse cursor across the screen. There is no thinking or planning or challenge involved in any of this.

I see several things that could be implemented which would keep some semblance of "terrain" in deep space, because having a completely flat map without additional features wouldn't be a great solution either.

1) This is mandatory in my opinion: have the sector map show the actual, correct locations of cloud formations, so that if you don't want or currently can't afford the CR hit, you can plan your route to avoid clouds (and therefore storms) entirely before you are right in front of them. The current implementation is unimmersive on top of everything else, because the cloud formations are static - mapping them out seems like an incredibly obvious thing to do in-universe.
1.1) Waypoints. A large chunk of game time consists of navigating hyperspace, how is there no navigational waypoint system on the sector map? I. e. go to system X along set waypoints a, b, c and d. Combined with 1), this would allow players to properly plan their routes across the sector. Of course, you can still decide that it's better for you to take the direct route, environmental hazards be damned.
2) Instead of activating in short, semi-random intervals, have hyperspace storms activate as a cascading wave across a cloud formation. I. e. there is a small random chance for any eligible terrain tile (the denser, brighter cloud sections) to trigger a hyperspace storm. When it does trigger, it then causes a cascading chain reaction in adjacent eligible terrain. The "thinner", darker cloud sections don't transmit the storm's energy as well, they don't spawn storms themselves and a storm wave will slowly ebb down when traveling across these tiles.
This would make storms far more predictable since most times, you won't be on or very near the tile that starts the storm "wave". There still is a certain chance that a storm will trigger right on top of you, but it's small. Instead, most of the time, you will see a storm wave heading towards you. Then you can decide whether you're in a position to break through, at a decent cost of supply, fuel and CR. It's not just the Warp randomly farting a free engine boost at you, it's erratic energy spikes interfering with your drive bubble and overloading systems across the ship. But if you're short on time, it might still be worth it to brace for impact and go right through. Or maybe you reckon it will die down enough before you reach it.

Anyway, that's my two cents.

Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Grievous69 on November 23, 2019, 06:13:32 AM
1) This is mandatory in my opinion: have the sector map actually show cloud formations
You 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.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: nindger on November 23, 2019, 06:21:59 AM
1) This is mandatory in my opinion: have the sector map actually show cloud formations
You 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.

Thank you, edited my previous post to better state what I meant: the current representation on the map doesn't really correspond to the actual cloud formations. It seems to partly show the background space as well. It looks like there are clouds where there are none, then a bit later it doesn't show clouds where there are dense clouds with storms in them.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Rune Wolf on November 25, 2019, 04:11:34 AM
have the sector map show the actual, correct locations of cloud formations,
^
THIS

I'm mapping, BY-HAND, Hyperspace terrain, giving it names like "The Expanse", "The Northeast Passage", "The Corridor", "The Keyhole". It never changes. Deep Hyperspace is a static terrain feature. Even the relative amount of "energy" (how stormy it is) remains the same in each section - some are quiet Deep Hyperspace, others are rolling thunder.

Even the Radar pretends to - but does not - show Deep Hyperspace boundaries properly.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: tomatopaste on November 25, 2019, 05:05:25 AM
I thought I would add my two cents.
Firstly, I agree that hyperspace storms as they are are annoying and unfun to play with. Yes, they can boost speed, but they are unreliable and cause too much CR loss to be especially useful. I think that a good way to change them without implementing the more complex ideas suggested here is to reduce or remove the mechanic that changes your direction on contact with the cloud, possibly as a skill. The speedboost would be way more welcome if it didn't mean possibly sending your fleet flying on a detour, wasting fuel and supplies, where often multiple storms chain together to send the player in a completely different direction to their target destination.
Title: Re: Hyperspace Storms: Unfun or Necessary?
Post by: Arcagnello on November 25, 2019, 07:43:57 PM
As a showcase to how much I believe hyperspace storms are important to the gameplay, I litterally never bothered to even avoid them after the first hours of traversing between star systems.

It's negative effects end up being the better option when compared to going the long way around then after fleet-wide skills, despite sometimes screwing with navigation. The lease devs could do to at least try Maki g their a midwife feasible would be to:

1)massively improve upon the hyperspace map to have a fog of war in unexplored hyperspace sections, but actually show the exact layout of the clouds once they are explored

2)introduce a waypoint system to plan routes around the clouds and to make even in-system travel able to avoid things you do not want your fleet to enter contact with.

Every other feature to further enrich the "hyperspace travel experience" can be discussed after the above points are implemented as they are the foundation for a much more varied, therefore enjoyable experience.

Also, may the storm-jumping pirate armadas run out of fuel and drift into a black hole.