Very interesting, I feel this is a perfect time to dig up my old suggestions about having a more scattered colonization layout with small outposts away from the core worlds, because it would make a hell of a lot of sense for the major powers to maintain a security presence at the ends of those slipstreams. Maybe there are a couple ideas in there and the replies that could be worth revisiting?
https://fractalsoftworks.com/forum/index.php?topic=13377.0
Also, I hope scavenger fleets make a heavy use of those slipstreams, so that I cansetup a tollsecure those trade-lines for the greater good.
Slipstreams look extremely cool, and I love reading about the technical details behind implementing them. Also hooray: hyperspace remnants. :p
Well that came out of nowhere. Thank you for making the exploration content more engaging, looking forward to trying it out!
The slipstreams look wacky as hell and real fun at the same time, looking forward to zipping across the sector in them :D
this is poggers indeed, though i do not completely understand - what was that at the start about sensor ghosts being the inspiration?
The idea, in this case, was that I wanted a certain type of sensor ghost to leave behind it a wake that made it easy to follow.
also apologies for asking butwhen could the update be, maybe?
aside the fact that this ferature needs to be finalized some(like the skills) are still not completely done
also as a side note, maybe the skill to aquire the instantly jump into hyperspace(forgot what it was called) and the neutrino detector could maybe gain a buff from their respective skill, considering that you can get them for free so the skill essentially "offers less"
Something brought up in the blog post is that the Domain cycles are an arbitrary human concept that coincidentally coincides with two independent seasonal cycles of the slipstream (at this current point in time). Couldn't it be explained that seasonal slipstream cycles actually do follow the Domain calendar because they influenced the creation of the Domain cycle calendar? Unless humans came up with the Domain calendar before they discovered hyperspace and slipstream seasons, it could make more sense that they might create/organize their interstellar empire's calendar according to something a bit more applicable to living across thousands of stars than the rotation of a single planet (Earth) around a single star (The Sun).
Then again, I have no clue about any of the lore of the game, I don't really keep up with that side of the game very much. Anyone know more about the Domain cycle calendar and when it was introduced? I seem to recall something about it being the number of years since the player's sector split from the Domain.
Hmm...when you were reading up on fluid dynamics, did you consider modeling the flow of a fluid inside of a pipe? It turns out that (due to boundary conditions -- flow is assumed zero where the fluid meets the walls of the pipe) you naturally get a nice effect where the flow rate is parabolic (fastest in the middle, going down to zero at the walls), at least for laminar flow. I'm sure there are some good fluid-in-pipe software and papers out there to make it easier to render, plus, that may be a nice approximation for the speed bonus that you get when inside the slipstream; that the bonus speed you get (beyond your normal speed) is parabolic, with the peak when you're in the middle of the slipstream.
Along with this, there should also be a lot of resources for modeling fluid flow inside a curved pipe. Unfortunately, I don't remember much about this in my undergrad days, other than 1) the pressure on the outside part of the "knee" or bend is higher than the pressure on the inside, since that's basically what makes the fluid curve around, and 2) one homework assignment involved doing a finite element simulation of the fluid flow in a 90 degree bend in a pipe. Everybody except me did it in Matlab since it was just a (relatively) few short lines of code. I didn't know Matlab, so I ended up doing it in...Excel. That's right, a finite element fluid flow simulator written up in Excel for a homework assignment. Sigh.
It seems like the slipstreams are essentially a bunch of curves in a 2-D plane. In which case, it may be computationally easier to model the fluid flow that way (as fluid flow inside a curved pipe), so that the velocity curves are basically pre-computed (i.e. easily determined from a few input parameters). If I remember correctly, the faster fluid flow is actually on the outside part of the knee, not on the inside, which raises an interesting decision for the player: they go faster when they're fairly close to the outer boundary, but if they go too close, then the velocity bonus decays very rapidly. So there's a natural risk vs reward decision in that case.
Do these just boost the speed if the fleet is moving in the right direction, or do they actively push the fleet (like pulsar beams do)?
Looks neat! I like how the different movement modes have advantages and disadvantages in terms of speed vs following the stream (and of course sensor profile).
Not particularly, no. Fleet AI isn't really aware of these, though its natural behavior I think works reasonably well anyway - you can get some nice chases inside slipstreams, that sort of thing.I think this is a major missed opportunity. IMO, it would be much more interesting if there was an inherent danger to using slipstreams because there was an increased level of traffic near them, and I think it would also just feel much more natural.
Starting with the obvious, slipstreams make fleets inside them go fast – we’re talking in the area of burn level 40, which is about double what can be achieved normally. Maximum speed is achieved near the center of the stream. Narrower sections are faster, while wider sections slow down considerably. This is all indicated by the movement of the particles in the stream, so is easy to get the hang of.Is that flat, or dependant on the burn speed of the fleet? Basically does the slipstream give 2× burn or does it light a fire underneath your engines and tell you to get going?
Overall, I think that provides enough options and considerations to stay engaged. And besides, going really fast is just fun! And that brings us to another point.Let it be known that I approve of precisely all of this...for what that's worth ::).
As far as generating a slipstream layout – I think here I’ll just talk about how it works and what effect that has/is intended to have, rather than talking about how it got there. So! First off, slipstreams are dynamic – there isn’t a single fixed layout. Instead, a new layout is generated twice per cycle, and the player only sees as much of the slipstream system on the map as they’ve explored – though unlike with sensors, merely getting near enough for it to show up on your radar is sufficient to “see” it and have it be remembered on the map.How are slipstreams going to interact with mods that change sector size? Are they going to have to limit slipstreams to just where they would be in vanilla (assuming the core even lines up) or even disable them entirely, or can they be changed/modded/added/etc.?
One might ask, “but why is slipstream flow synchronized with the Domain cycle, which is an arbitrary human construct?”. I could say that the wizard did it. Or, perhaps, that it’s a good question with terrible implications. But, instead – let’s just say that this isn’t a fixed state of affairs, but at the current time in the Sector, two otherwise independent cycles have conveniently lined up.The wizard? Is there a wizard present in the sector that I do not know about :)?
the mercurial scythe of balance whiffsNot sure how to interpret that one...
I think this is a major missed opportunity. IMO, it would be much more interesting if there was an inherent danger to using slipstreams because there was an increased level of traffic near them, and I think it would also just feel much more natural.
I would guess that would require some sort of pathfinding algorithm that would be a significant amount of work, but I really think it's worth doing at some point, even if it is not for this patch.
What transition mechanism are you using for when the slip stream moves? Fade out/in or some sort of stream movement?
Maybe add a quest that gives the current slipstream map? Knowledge of the current slipstream layout could really give the player some interesting, time limited choices.
Thanks for making an amazing game even better.
Is that flat, or dependant on the burn speed of the fleet? Basically does the slipstream give 2× burn or does it light a fire underneath your engines and tell you to get going?
Let it be known that I approve of precisely all of this...for what that's worth ::).
How are slipstreams going to interact with mods that change sector size? Are they going to have to limit slipstreams to just where they would be in vanilla (assuming the core even lines up) or even disable them entirely, or can they be changed/modded/added/etc.?
The wizard? Is there a wizard present in the sector that I do not know about :)?
Quotethe mercurial scythe of balance whiffsNot sure how to interpret that one...
I think this is a major missed opportunity. IMO, it would be much more interesting if there was an inherent danger to using slipstreams because there was an increased level of traffic near them, and I think it would also just feel much more natural.
I would guess that would require some sort of pathfinding algorithm that would be a significant amount of work, but I really think it's worth doing at some point, even if it is not for this patch.
Ah - the encounter system does this, basically! There aren't *that* many fleets out in hyper beyond the core, anyway, and given how some of that works behind the scenes (RouteManager, spawning things in when near the player, etc) I don't think it'd combine to actually produce a sufficiently increased level of traffic - especially not hostile traffic, with most of that stuff being scavengers. Whereas the encounter system does this explicitly, not trying to rely on that emerging based on other things, if that makes sense.What transition mechanism are you using for when the slip stream moves? Fade out/in or some sort of stream movement?
They fade out in bits and pieces (based on some perlin noise type thing) over something less than a month. And then a new set of streams fades in over time, so they don't actually "move".
Well, except for the one that's the wake behind the ghost - though that doesn't move either, it just lays down more slipstream and fades out older segments.Maybe add a quest that gives the current slipstream map? Knowledge of the current slipstream layout could really give the player some interesting, time limited choices.
Maybe! Was actually thinking about that very thing, but had to draw the line somewhere :) Still, keeping that one in mind, that could be really fun. And the best part is that it's info you can *keep* giving the player, and it keeps being interesting.Is that flat, or dependant on the burn speed of the fleet? Basically does the slipstream give 2× burn or does it light a fire underneath your engines and tell you to get going?
The stream has a base speed, and then the fleet's speed is modified by any active-ability modifiers to the fleet's speed (i.e. e-burn, s-burn). I actually forget if tugs increase your in-stream speed or not.
So: flat, but not entirely, and *not* dependent on your slowest ship's burn.
Worth clarifying precisely - are ships in slipstreams protected from hyperspace storms (even if it's only because the two forms of stellar geography can't overlap), or are they protected only from the speed debuff and still liable to the slipstream taking them on a ride through a bunch of lightning strikes?
But, as you mentioned, entrances and exits are dynamically generated as seasons change. So are these truly subject to drift over time, or do the entrance/exit only move around a limited geography? Also, do multiple slipstream "maps" overlap and simultaenously change on the season, or just one at a time? Because having stuff go "north"/"south" seasonally would be just as easy as "east"/"west" ...
Plus, would be cool to have bounty/quest option to map any particular slipstream early in season and then sell to faction(s). Even cooler if player can also buy maps off of black market. Although I guess the level of cool would vary based on whether same slipstream maps are reused, so that even if it changes a little, maps still basically accurate (or not).
Also, what happens if your fleet runs out of fuel in a slipstream? Do you conserve momentum and just shoot out (and then drift), or do you still have some measure of control? Or when you get low on fuel, is it better to drop burn level to low and just ride it out to wherever you need to go; basically, what is minimum speed in a slipstream before being ejected due to lack of control?
Finally, can you still add a vectored version of the fluid particle effect to battles in sun corona and solar flares (plus maybe neutron star beams)? Solar wind baby!
I'm time and time again impressed how you manage to come up with such elegant and fun idea to improve a part of the game I didn't even expect to get looked at in detail. I mean I was aware how some think hyperspace travel is boring and slow, but I didn't see a brand new mechanic coming. Looks really cool and can't wait to try it out in practice to see how much of a difference will it make.
Slightly unrelated, is this then the final "meaty" part of the upcoming update? I know there's still a fair amount of work to be done but I'm curious if we're reaching the final stretch so to speak.
Worth clarifying precisely - are ships in slipstreams protected from hyperspace storms (even if it's only because the two forms of stellar geography can't overlap), or are they protected only from the speed debuff and still liable to the slipstream taking them on a ride through a bunch of lightning strikes?
From the blogpost: "(Oh, and worth noting: being inside a slipstream takes precedence over any other terrain your fleet might be in. So, for example, the bonuses/penalties from being in deep hyperspace, or in a storm, and so on, do not apply.)" I interpret that as, yes, you're protected from hyperspace storm strikes.
Very cool (and completely unlooked-for). I'm intrigued by the "ghosts" themselves at this point, which of course, you'll say nothing about.
The fact that these slipstreams are seasonal is also interesting, both for gameplay and lore reasons. I imagine I'll chart courses depending on whether a slipstream is available or not but I wonder how much I'll wait for one vs. leg it to a far-off location.
I remember some kind of "wave" phenomena from ages ago that I remember thinking "aww, that would have been a real cool way to travel" and lo and behold, we have something quite a bit more refined/focused.
I also think these tunnels are great fodder for hyperspace monsters but I won't hold my breath! :)
Now instead of flying into an unseen pirate armada at burn 30 I can do it at 40. Hyperspace just got 33% more exciting.
Hoping at least one of those ghosts is a giant alien amoeba flying around, MoO style.
These look like a lot of fun. I would've loved to see this in Star Control 2 way back. Fit real well with the simple inertial mechanics it had.
Ride the wave
Curious to see what modders will do with this too. I could see entirely-custom sector maps with static slipstreams being a thing for TC-type mods, as well as colony or stable-point structures to artificially generate a stable slipstream between two specific systems.
Do colonies get accessibility bonuses from system proximity to slipstreams?
Since hyperspace travel is now more economical and enjoyable, are larger sector maps now more manageble?
Hmm, yeah! I've thought about the latter, by the way - that could be a really interesting special item to give the player at some point, some kind of ... "Hyperstream Anchor", I don't know.
(My secret wish is for a race track, complete with other fleets competing, for prizes - and glory!)
And you won’t always encounter hostiles; sometimes you might encounter mercenaries or scavengers instead. So it’s both a potential combat encounter, and a source of information for a more observant player – information that could lead into yet more combat, if they so choose.The only thing I can think of is "scavenger fleet in hyperspace means scavenger fleets in that system too". Otherwise, there are only pirate targets and independent targets, no big difference between them.
Very interesting, I feel this is a perfect time to dig up my old suggestions about having a more scattered colonization layout with small outposts away from the core worlds, because it would make a hell of a lot of sense for the major powers to maintain a security presence at the ends of those slipstreams. Maybe there are a couple ideas in there and the replies that could be worth revisiting?
Well this looks great, basically fast travel in hyperspace without needing to finish the story or use mods
Just brilliant as always Alex, keep doing your thing ;D
Nice stuff, Alex.
This looks amazing, I can't wait to travel through a giant pyrosome! :D
Tangential question but do you expect the next update to break faction mods?
I don't think SS gains much from larger sector map, since all it does increases chances for a perfect system (nice, but not essential) and more loot from exploration (every system is like a lootbox and the more systems you have, the more lootboxes you get). It just means you can grind for longer.
On the comments of larger maps, as much as I'm wishy-washy on having them being larger (and the slipstream feature sure as hell justifies that), I guess I 'get' keeping the current size from both a design and SWE standpoint. It's probably complex enough as is to plan out much less consider randomized elements. But hey, mods find a way...
This looks incredible! One point of feedback -- the visual representation of slipstreams on the sector map needs to be scaled by intensity.
In the examples, the slipstream indicators seem to have the same intensity regardless of width, so wider areas of the slipstreams stand out much more (https://fractalsoftworks.com/wp-content/uploads/2021/09/stream_full.jpg).
This is the inverse of the actual gameplay effects, where a narrower slipstream is 'faster' than it is when it widens out, a big fat wide arrow slipstream indicator stands out a lot more than the narrowest segments.
Thinner sections of the slipstreams would benefit from proportionally boosted brightness or opacity on the starmap to make them 'stand out', the way they will when you're zipping through 'em.
Haha, I've always liked comparing this game's campaign to Sid Meier's Pirates!. Now we've got our currents.
What other stuff from Pirates would you lije to put in Starsector?Haha, I've always liked comparing this game's campaign to Sid Meier's Pirates!. Now we've got our currents.
Yarr! One of my all-time favorite games, btw.
Having the crew sing sea shanties and wooing the Governor's daughter.What other stuff from Pirates would you lije to put in Starsector?Haha, I've always liked comparing this game's campaign to Sid Meier's Pirates!. Now we've got our currents.
Yarr! One of my all-time favorite games, btw.
I want space-shanties and wooing the governor's mother, yes.
Having the crew sing sea shanties and wooing the Governor's daughter.
I want space-shanties and wooing the governor's mother, yes.
Having the crew sing sea shanties and wooing the Governor's daughter.
i have cancer. i will be dead within say... 2-3 months.
Blog post here (https://fractalsoftworks.com/2021/09/24/of-slipstreams-and-sensor-ghosts/).
This looks incredible! One point of feedback -- the visual representation of slipstreams on the sector map needs to be scaled by intensity.
In the examples, the slipstream indicators seem to have the same intensity regardless of width, so wider areas of the slipstreams stand out much more (https://fractalsoftworks.com/wp-content/uploads/2021/09/stream_full.jpg).
This is the inverse of the actual gameplay effects, where a narrower slipstream is 'faster' than it is when it widens out, a big fat wide arrow slipstream indicator stands out a lot more than the narrowest segments.
Thinner sections of the slipstreams would benefit from proportionally boosted brightness or opacity on the starmap to make them 'stand out', the way they will when you're zipping through 'em.
Interesting idea! I gave this a quick try, and it doesn't work out that way - rather, it starts to look more confusing; if the wider sections are faded out enough for that to stand out, they're also faded out enough that's hard to tell that they're actually wider, so it becomes a "why is this faded out" (which, in fact, it could be also because the stream is dissipating, or because it's fading towards a "break", etc) rather than "ah, this is wider, so it'll be slower".
More information can sometimes become more visual noise and make things less clear rather than more; it's interesting to see where that point is sometimes!
also on a side note, what are hyperspace ghosts even?
Really cool, that will invigorate travelling. I really didn't expect something so elaborate. Will there be a special combat scenario for fighting in a slipstream?
sugestion: maybe messing with arrow width/shape/size/number could do it
wider hyperspace lane? thecker(but not longer) arrows, which have more space between each other than a fast one, which has thin arrows
also on a side note, what are hyperspace ghosts even?
i am not asking for the detailed lore or meaning or whatever, but like - what does your fleet pick up? or does it even pick up anything? is it like a permanent sensor ping, in terms of appearance for your sensors, or like a big spread out debree field, or a big ball of mass, or..? what are we even remotely talking about here, aside from what it actually is
I think one thing that could go a long way to make the half-a-cycle change appear more organic to the player would be to simply randomize the actual date where the slipstreams change by, say, a month and a half, and to make a smaller part of the network change at an earlier or later date than the rest does (although this would probably be harder to actually implement).
These irregularities shouldn't be severe enough to make people stop planning around the "seasons" of course, but I feel like a little bit of unreliability wouldn't hurt the system while making it that much more believable.
This could also allow for interesting (or annoying) scenarios to happen, such as the slipstreams persisting a bit longer then usual before changing, just long enough to allow you to rush to the defense of your colony in time- or the opposite of that.
Edit: Couldn't a special combat scenario while in a slipstream just be something small like the faster drain of PPT in a corona? The zero flux boost always being active or just a bit of extra bonus speed for all ships come to mind, and it doesn't seem like the AI would react strangely to that, as it can deal with getting a speed boost from Nav rating or having SO installed already.
Back to our regularly scheduled "rleaz wen"....
Alex, any chance you'll be getting 0.95.1a out before Christmas?
Aaaaaaaaaaaaaaaaaaaaaaaahhhh!!
So happy to see this in the game, literally stopped lurking and made an account because I need to say thank you.
I had figured that maybe there would be some sort of waves in hyperspace where you could catch a ride on, but you've created a system which has outdone my hopes.
Very interested at your hints regarding the terrible implications of the slipstreams though. Each update I've done a full playthrough to the endgame content, but it's been nice seeing how it's increasingly threaded into the narrative.
the 0-flux bonus being always on is both thematic and doesn't benefit a specific group of ships over another *too* much, so it's a really good candidateWait a minute. +5 flat speed from elite helmsmanship is intended to benefit low-tech because "flat bonuses are better on ships with lower numbers", but flat +50 speed doesn't benefit anyone specifically? How does that work. :D
Wait a minute. +5 flat speed from elite helmsmanship is intended to benefit low-tech because "flat bonuses are better on ships with lower numbers", but flat +50 speed doesn't benefit anyone specifically? How does that work. :D
So, adding new cool mechanic to the game is why next patch is being delayed?
On the comments of larger maps, as much as I'm wishy-washy on having them being larger (and the slipstream feature sure as hell justifies that), I guess I 'get' keeping the current size from both a design and SWE standpoint. It's probably complex enough as is to plan out much less consider randomized elements. But hey, mods find a way...
Yeah, I'm not sure increasing the Sector size just for the sake of "more" would be a good idea. I could see doing it if, say, it really needed more room to fit something specific in, though...
Possibly off-topic but any changes to officers/mercs, particularly relating to recruitment and availability?
Are there any plans for more repair options than full and no repairs?
When you return from exploration 5days from the core with lets say 20-40% CR left on most ships(after a battle against some auto defences) and about 10 days in supplies, and full repair would consume twice the supplies you have, so far common early situation.
The current action would be stop repairs.
Now every few seconds you get struck by an hyper storm, reducing the CR of one logistic ship to 0% allowing accidents, so every few seconds you have to open the fleet screen and resume the repairs for one ship and an in game day later stop them again, a micro hell.
I want an option to limit the amount of CR maximally repaired.
There was an idea to mark Neutrino sources on the map if you move enough, will the get an implementation?
Will those pirates at the slipstream end be hostile even with high pirate rep?
Another lurker finally conquering his laziness to register. I just love it how every update upends my ideas about what Star Sector can be. The new skills are nice, I am overjoyed by the new low-tech stuff, but the slipstreams are a completely new and fun-sounding addition, just like the story points. Of course as someone who loves the Onslaught, the low-tech "soft buffs" will be the bestest, very closely followed by the new pirate ships, but seeing the game expand with meaningful mechanisms (as opposed to many other projects, *cough DF cough*), and with just as many bug fixes and balance changes is cool. Keep it up! :)
@SonnaBanana, @ubuntufreakdragon: A lot of that is indeed off-topic; I'm happy to answer, but I'd appreciate it if further discussion of those did not take place in this thread.I placed a suggestion: https://fractalsoftworks.com/forum/index.php?topic=22762.0Are there any plans for more repair options than full and no repairs?
When you return from exploration 5days from the core with lets say 20-40% CR left on most ships(after a battle against some auto defences) and about 10 days in supplies, and full repair would consume twice the supplies you have, so far common early situation.
The current action would be stop repairs.
Now every few seconds you get struck by an hyper storm, reducing the CR of one logistic ship to 0% allowing accidents, so every few seconds you have to open the fleet screen and resume the repairs for one ship and an in game day later stop them again, a micro hell.
I want an option to limit the amount of CR maximally repaired.
Hmm, no plans for that, no. Perhaps worth noting: you can avoid storm strikes by moving slowly (though of course when you're low on supplies that's not ideal). But I mean you can also avoid storms in the first place.
Just overall, I understand that this can be annoying, but I don't think it comes up often enough to warrant adding a relatively complex UI that will also invite further micromanagement at *other* points in the game. I think this would run the risk of being worse than the original problem, which, honestly - in my personal playtesting, that's happened to me maybe a couple of times total? There are lots of ways to manage things so it doesn't happen, and you can also just absorb an accident or two, since we're usually talking about the home stretch of an expedition returning to core (as you say) so...
I mean, one storm hit, that can happen, but if you're getting ping-ponged by storms strikes every couple of seconds, that's generally something you chose to have happen, right.
I have to ask, what good are these slipstreams into deep space when you need to remain around the core worlds anyway?They let you travel a bit faster on the average?
They let you travel a bit faster on the average?
I have to ask, what good are these slipstreams into deep space when you need to remain around the core worlds anyway?
Hmm? I suppose you *could* play by remaining around the core worlds, but you absolutely don't need to, and you're missing out on much of the game if you do, so I'm not sure I see where you're coming from.In short, babysitting problem.
In short, babysitting problem.
Hmm? I suppose you *could* play by remaining around the core worlds, but you absolutely don't need to, and you're missing out on much of the game if you do, so I'm not sure I see where you're coming from.
It would be more make sense to ships actually make paths/stream when they move through hyperspace that need to be maintained by constant movement. So there would be new streams made to new colonies etc.
Well this should make h-space more dynamic. I can't wait to rage quit after my fleet gets pushed into an ordo.... :)
Does slipstream network generation take into account gate position? As in generate further away from gates so slipstreaming doesn't become obsolete once you get the gate key?
Can sensor ghosts be used in system to lure patrols away from points of interests? So that you have a sensor skill dedicated for luring where as go dark and pinging are mostly good for hiding/detecting? This could make subterfuge missions better without much tinkering.
Can we expect any hull mods to make direct use of slipstreams?
Can sensor ghosts be used in system to lure patrols away from points of interests? So that you have a sensor skill dedicated for luring where as go dark and pinging are mostly good for hiding/detecting? This could make subterfuge missions better without much tinkering.
Sensor ghosts only exist in hyperspace, so no.
- Increased length of time patrols are willing to pursue for
- Primarly, this makes it more possible to distract them and go around
- Added "introduce false readings" option to sensor arrays
- Patrols and similar fleets may go to investiage these
Can we expect any hull mods to make direct use of slipstreams?
I don't think so - just in general, I'm not a fan of hullmods that have a usefulness this narrow. I could in theory see, say, giving solar shielding an added effect that boosts slipstream travel somehow, but... I'm not sure that this is very *interesting*. But it's hard to really say without having a specific idea in mind, and it's not something I've given any prior thought.
And, finally, a big feature of the system is that the general flow direction of the streams is seasonal. In the first half of the cycle, they tend to flow to the galactic east (which is like the regular east, but in hyperspace), while in the second half of the cycle, they generally flow west. This is another thing that the player can learn and plan their expeditions around.
One might ask, “but why is slipstream flow synchronized with the Domain cycle, which is an arbitrary human construct?”
Not really impressed. I mean its not bad but I don't really see a point.
It will become a kind of silk road in space.
I don't think so - just in general, I'm not a fan of hullmods that have a usefulness this narrow. I could in theory see, say, giving solar shielding an added effect that boosts slipstream travel somehow, but... I'm not sure that this is very *interesting*. But it's hard to really say without having a specific idea in mind, and it's not something I've given any prior thought.