Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on October 12, 2022, 09:41:51 AM

Title: Hyperspace Topography
Post by: Alex on October 12, 2022, 09:41:51 AM
Blog post here (https://fractalsoftworks.com/2022/10/12/hyperspace-topography/).
Title: Re: Hyperspace Topography
Post by: Grievous69 on October 12, 2022, 09:54:59 AM
Very Very cool. So if I got everything right, you get these bonuses and they're permanent? Except the last part when you just get an item to sell ofc. I'm just happy that travel will slowly get easier throughout the game. Not much else to comment on but that doesn't devalue the blog post itself.

Btw I'm surprised at the scope of this update, seems like it'll be a huge one.
Title: Re: Hyperspace Topography
Post by: Wyvern on October 12, 2022, 09:55:46 AM
Interesting, and it starts to help with my perennial issue with hyperspace travel: that it's become a nuisance minigame that you can't opt out of, but where most of the time doing 'well' just means you had less of a penalty from storms knocking you off-course, slipstreams crossing your path, etc. (Surfing storms is neat, I'll give that - but it's also ruinously expensive unless you've explicitly invested in solar shielding on every ship in your fleet. Which can be fun sometimes, but most of the time I want other hullmods for when I actually get where I'm going.)

Having 'scan hyperspace for bonus points' and 'go really fast for bonus points' should help some.

But the problem with slipstreams as currently implemented is that 95% of the time, if I'm in hyperspace, I have a specific goal in mind, and a time-limit because mission timers, bounty timers, etc. I can't really plan around shifting slipstreams because I'm going where I'm going regardless of where they are - so every once in a blue moon they help, and the rest of the time they're just in the way.

Now, if you had something like "mark up to five missions as priority missions and their timer doesn't count down while they're marked"? Then you could actually plan an expedition, do other stuff while waiting for slipstreams to line up, and actually take advantage of the system.

Edit: This also works when you still have access to Sebestyen's missions, since they don't time out. But you lose that when you gain gate access, and, sorry Sebestyen, but gate access is more valuable. Plus these days I mostly play games using Nex's 'skip story' option, so I don't get Sebestyen's missions in the first place.
Title: Re: Hyperspace Topography
Post by: The killer on October 12, 2022, 10:06:20 AM
Interesting, and it starts to help with my perennial issue with hyperspace travel: that it's become a nuisance minigame that you can't opt out of, but where most of the time doing 'well' just means you had less of a penalty from storms knocking you off-course, slipstreams crossing your path, etc. (Surfing storms is neat, I'll give that - but it's also ruinously expensive unless you've explicitly invested in solar shielding on every ship in your fleet. Which can be fun sometimes, but most of the time I want other hullmods for when I actually get where I'm going.)

Having 'scan hyperspace for bonus points' and 'go really fast for bonus points' should help some.

But the problem with slipstreams as currently implemented is that 95% of the time, if I'm in hyperspace, I have a specific goal in mind, and a time-limit because mission timers, bounty timers, etc. I can't really plan around shifting slipstreams because I'm going where I'm going regardless of where they are - so every once in a blue moon they help, and the rest of the time they're just in the way.

Now, if you had something like "mark up to five missions as priority missions and their timer doesn't count down while they're marked"? Then you could actually plan an expedition, do other stuff while waiting for slipstreams to line up, and actually take advantage of the system.

This pretty much covers all of my own thoughts on hyperspace in the current version of the game, slipstreams are just not that 'solid' enough in the terrain to plan around/with (And dear lord this won't help at all in modded play but thats on us people using/making mods to work around), Most colonies will have 10~ ly of detection but how often are missions going to send the player out towards their planets?
Title: Re: Hyperspace Topography
Post by: Mordodrukow on October 12, 2022, 10:08:55 AM
Slipstream detection is the most exciting part for me. It adds another factor to count with when choosing a planet to colonise. Very good!
Title: Re: Hyperspace Topography
Post by: Probe1 on October 12, 2022, 10:09:13 AM
I love your blogs and updates.  Thank you for everything.
Title: Re: Hyperspace Topography
Post by: Alex on October 12, 2022, 10:30:49 AM
Very Very cool. So if I got everything right, you get these bonuses and they're permanent? Except the last part when you just get an item to sell ofc.

Yep, you got it!

Btw I'm surprised at the scope of this update, seems like it'll be a huge one.

(Ahh, that's really good to hear! I'm in that stage of "don't remember everything and wonder if there's enough stuff in this one" that, to be fair, I go through with every single update.)


But the problem with slipstreams as currently implemented is that 95% of the time, if I'm in hyperspace, I have a specific goal in mind, and a time-limit because mission timers, bounty timers, etc. I can't really plan around shifting slipstreams because I'm going where I'm going regardless of where they are - so every once in a blue moon they help, and the rest of the time they're just in the way.

That makes sense, yeah. You still can plan around them to *some* extent - especially with the earlier-on public bounties and the analyze/survey missions; less so with contact missions, for sure.

But, regardless: having a good idea of what the slipstream network looks like at any given moment should let you take advantage of it when the streams *do* align with your goals, which should be a fair portion of the time (just, you wouldn't normally know this). And you can still tweak what you do, a little - opportunistically explore a system, that sort of thing.


Most colonies will have 10~ ly of detection but how often are missions going to send the player out towards their planets?

That also makes sense. But, once you're familiar with the common slipstream patterns, even a small amount of detection gives you much more info then you actally immediately see. (And, it helps you become familiar with the patterns, too.)

Slipstream detection is the most exciting part for me. It adds another factor to count with when choosing a planet to colonise. Very good!

Cool!

I love your blogs and updates.  Thank you for everything.

Thank you! <3
Title: Re: Hyperspace Topography
Post by: Olfand on October 12, 2022, 11:12:57 AM
I totally agree with the idea of "you can have info on things you can't always have a control on" for the use of the sensor array and adding some cool effects to the gameplay and explorations.

The system looks promising as to rewarding the player for progressing through this event while makingit near impossible to broke the grinding / reward aspect. The bonuses looks really neat and the reward data can make an occasionally bonus in credits to help progressing while not having your full little developped empire comprised of full size 6 colonies ! =) (because when you can get about 500 000 credits each month nothing can stop you lol !) Not overpowered but usefull nonetheless !

As for the slipstream as themselves, i think that gameplay wise and lore wise (as we know it for now) they shouldn't be things we can manipulate at our will, more like a universe size natural forces you can use at your advantage in some degre but still dangerous and annoying when in your way (because humans aren't god do they ?)

But i wouldn't be surprised as if the hypershunts could be more numerous in the future and used to create temporarly guided slipstreams between systems like the actual gates are jump points between themselves.

Well i'm just letting my mind getting carried away ! But still that's a promising update that will come ! And not just talking about the hyperspace topography ! It looks like you've got way more ideas to test with your Event mechanic and i'm happy to see this game growing again and again !

Anyway fellow captains i'm on my way to another exploration !

Burn bright fellow starfarers !
Title: Re: Hyperspace Topography
Post by: Cyan Leader on October 12, 2022, 11:25:05 AM
Seems like an interesting idea to push them further but I'll be honest Alex, I think at the end of the day I'm still not going to be using them much. As others have pointed out, they will often not align with the departure point nor the destination of the quests, and I'm not going to choose a bounty over another just because I know which directional stream season is going on at the moment, as other factors such as the payout and the particulars of the mission are much more important. As for the lategame stuff, ever since slipstreams were added to the game I felt that they should have been visible at all times on the map in order for them to get some use. The later rewards of this event helps a bit to make them get close to that, but I feel that by the time the colony stuff starts to make a difference I'll already be over the exploration side of the game and will have transitioned to using gates. All in all, I'll reserve final judgment to when I actually play this update and I hope to be wrong about this.

In regards to using an "event" in such a manner, I have zero oppositions to the approach. I feel like it's a fun way to motivate the player to do all sorts of things and I'm looking forward to seeing this being applied in other parts of the game/reward systems. Small question though, can multiple events be occurring at the same time? Like multiple crises or something?
Title: Re: Hyperspace Topography
Post by: Gothars on October 12, 2022, 11:53:57 AM
Neat!

Quote
. when you find something neat and scan it, the game will acknowledge that 

That's a huge one for me! Exploration is (besides combat) my favorit part of the game, so it's great that it get's more structure.
And you didn't mention the most obvious reason why unlocking these options via the event system is a good idea: growth is fun!


Regarding slipstrean usefulness: it would be neat if you could sort of catapult yourself out of a stream after building up momentum, and then continue sliding in the chosen direction for a good long while at high speed/fuel efficiency and being protected from storms. Maybe just by activating emergency burn at the right time in the stream? In practice that would much increase the area that you can conveniently reach with a slipstream.
Title: Re: Hyperspace Topography
Post by: GnomeVader on October 12, 2022, 12:06:18 PM
Sorry for my newbie question and confusion. Is this new content that is going to be added in the next release?
Thank you
Title: Re: Hyperspace Topography
Post by: SafariJohn on October 12, 2022, 12:12:54 PM
Sorry for my newbie question and confusion. Is this new content that is going to be added in the next release?
Thank you

Yes
Title: Re: Hyperspace Topography
Post by: Alex on October 12, 2022, 12:23:02 PM
Spoiler
I totally agree with the idea of "you can have info on things you can't always have a control on" for the use of the sensor array and adding some cool effects to the gameplay and explorations.

The system looks promising as to rewarding the player for progressing through this event while makingit near impossible to broke the grinding / reward aspect. The bonuses looks really neat and the reward data can make an occasionally bonus in credits to help progressing while not having your full little developped empire comprised of full size 6 colonies ! =) (because when you can get about 500 000 credits each month nothing can stop you lol !) Not overpowered but usefull nonetheless !

As for the slipstream as themselves, i think that gameplay wise and lore wise (as we know it for now) they shouldn't be things we can manipulate at our will, more like a universe size natural forces you can use at your advantage in some degre but still dangerous and annoying when in your way (because humans aren't god do they ?)

But i wouldn't be surprised as if the hypershunts could be more numerous in the future and used to create temporarly guided slipstreams between systems like the actual gates are jump points between themselves.

Well i'm just letting my mind getting carried away ! But still that's a promising update that will come ! And not just talking about the hyperspace topography ! It looks like you've got way more ideas to test with your Event mechanic and i'm happy to see this game growing again and again !

Anyway fellow captains i'm on my way to another exploration !

Burn bright fellow starfarers !
[close]

*thumbs up* :D


Seems like an interesting idea to push them further but I'll be honest Alex, I think at the end of the day I'm still not going to be using them much. As others have pointed out, they will often not align with the departure point nor the destination of the quests, and I'm not going to choose a bounty over another just because I know which directional stream season is going on at the moment, as other factors such as the payout and the particulars of the mission are much more important. As for the lategame stuff, ever since slipstreams were added to the game I felt that they should have been visible at all times on the map in order for them to get some use. The later rewards of this event helps a bit to make them get close to that, but I feel that by the time the colony stuff starts to make a difference I'll already be over the exploration side of the game and will have transitioned to using gates. All in all, I'll reserve final judgment to when I actually play this update and I hope to be wrong about this.

Hmm. One thing is that - intentionally - the "neutrino burst" gives you info about nearby slipstreams as well as getting you points, so you get access to this info prior to colonies, just on a less consistent basis. But you can do a "let's see if there are any headed where I need to go" pretty much whenever. And you can buy that info from scavengers. And, if you end up with more widely-spaced colonies, seeing quick ways to get between them would be helpful past the exploration stage. (I mean, there's always gates, too, but having options is still useful.)

The other thing, though, is from personal playtesting experience, I've found slipstreams to be useful for exploration as they currently are, prior to these pretty massive boosts. I suspect having the benefit of knowing exactly how they work under the hood helps a lot, and part of the goal of these changes is to make that something the player can much more easily pick up on.


In regards to using an "event" in such a manner, I have zero oppositions to the approach. I feel like it's a fun way to motivate the player to do all sorts of things and I'm looking forward to seeing this being applied in other parts of the game/reward systems. Small question though, can multiple events be occurring at the same time? Like multiple crises or something?

Cool! And, yeah, there's no restriction on concurrent events.


Quote
. when you find something neat and scan it, the game will acknowledge that 

That's a huge one for me! Exploration is (besides combat) my favorit part of the game, so it's great that it get's more structure.
And you didn't mention the most obvious reason why unlocking these options via the event system is a good idea: growth is fun!

Oh hmm, that's a point, yeah! In the same vein that building a few sensor arrays near your colonies would be fun in the "I'm building something meaningful" way.

Regarding slipstrean usefulness: it would be neat if you could sort of catapult yourself out of a stream after building up momentum, and then continue sliding in the chosen direction for a good long while at high speed/fuel efficiency and being protected from storms. Maybe just by activating emergency burn at the right time in the stream? In practice that would much increase the area that you can conveniently reach with a slipstream.

I'd have to think about that, that's an interesting idea. Getting the physics to work right/in a satisfying way could be a bit involved.

(Fun fact: I've got this idea for making short slipstreams with a huge speed (like, 500-1000 burn), sort of like "gates" that boost you. This actually works if you do it in-game; might add this in at some later point. I remember even trying to make a chain of relay gates this way, spacing them so that by the time you slow down, the next gate picks you up - and it totally works!)
Title: Re: Hyperspace Topography
Post by: smithney on October 12, 2022, 01:02:23 PM
As always, thank you for the insight, Alex ^^

I'd like to highlight two things notable to me:

First, I enjoy the hints of the gameplay theme Volatiles represent. I was hoping there will be another reason to carry around Volatiles than just for the gimmicky* Neutrino Detector, but seeing as Neutrino Burst is an option anchored to a sensor array it won't necessarily be the case (as you can just pick up stashed Volatiles at your nearest colony). Regardless, Volatiles being the substrate for AMF production as well as a resource for exploration abilities hints at an intriguing ludonarrative theme, if you catch my drift...

Second, happy to finally see some reason to check on fellow scavengers :P Still some way to go before developing a reputation for being nosy around strangers in hyperspace becomes a thing, but a welcome step forward regardless.

Aside from that, definitely didn't expect to see the event tracker be utilized like this. But hey, so long as Starsector doesn't turn into a vertical barcode I'm not complaining about abusing them... For science!
You can just remove some later if they start to ruin immersion, right? :^

* So far! I'm looking forward to see if the Detector usage in hyperspace becomes impactful enough to change my mind.
Title: Re: Hyperspace Topography
Post by: Ruddygreat on October 12, 2022, 02:10:21 PM
ooohhhhhh, those new icons are lovely!
also hmmm, it wasn't too clear in the post - does hyperfield optimisation increase the normal speed limit to 23, or does it bump your current max burn up by 3? (for a +4/+8 speed increase w/ navigation)
Title: Re: Hyperspace Topography
Post by: Harmful Mechanic on October 12, 2022, 02:43:24 PM
I can tell I'm going to fall in love with these events - it's just such a nice, clean gameplay interface for 'a long-term thing is happening, you'll want to keep an eye on that'. Lots of gameplay potential, lots of modding potential, and a nice antidote to predictable optimization routines, the bane of a sense of adventure.
Title: Re: Hyperspace Topography
Post by: epsilonflash on October 12, 2022, 03:13:06 PM
these dev blog posts are always a treat. generally speaking, they're not the kind of thing I'd usually be interested in when it comes to other games, but it's like your passion really comes through in these and it makes for a fun read every time

as far as these future changes go, I'm very excited for them. the janus device was already quite a helpful solution for late-game hyperspace repetitiveness issues, but coupled with these plans, and all the other interesting little things like hyperspace ghosts, we're probably getting very close to the point where hyperspace travel will no longer be seen as a chore at all. it's a great idea all around, I'm looking forward to seeing it in action
Title: Re: Hyperspace Topography
Post by: SonnaBanana on October 12, 2022, 04:41:59 PM
What about tying the event system into other skills or giving other skills their events? Crew Training and Cybernetic Augmentation come to mind.
Also there's an idea about some sort of codebreaking event.
Title: Re: Hyperspace Topography
Post by: Candesce on October 12, 2022, 04:45:27 PM
ooohhhhhh, those new icons are lovely!
also hmmm, it wasn't too clear in the post - does hyperfield optimisation increase the normal speed limit to 23, or does it bump your current max burn up by 3? (for a +4/+8 speed increase w/ navigation)
It probably works the same way as the existing max burn bonuses - i. e., it's not doubled and doesn't do anything for your "slow" speed. Navigation is the only bonus that gives more with Sustained Burn on, and it explicitly says it does that rather than being the general rule.
Title: Re: Hyperspace Topography
Post by: Brainwright on October 12, 2022, 04:46:01 PM
Speaking as someone who uses the slipstreams quite often, this won't change much.  Primarily because the slipstreams go in more or less one direction.

It's true that there are occasionally branches that will take you back toward the center of the map, but those are likely to be well out of scanning range as detailed in the blog.  You can't depend on them.

I rather like the idea of the old-fashioned sailor, waiting on the wind and tides, but in this case, waiting is just holding the shift key for ten to fifteen minutes straight.  Not only is that expensive in supplies, it's also incredibly boring.  It's what I'll have to do if I depend on slipstreams.

So what can be done to ameliorate this?  I think some method of waiting with reduced supply cost would be nice.
Title: Re: Hyperspace Topography
Post by: Dornam on October 12, 2022, 04:49:26 PM

Regarding slipstrean usefulness: it would be neat if you could sort of catapult yourself out of a stream after building up momentum, and then continue sliding in the chosen direction for a good long while at high speed/fuel efficiency and being protected from storms. Maybe just by activating emergency burn at the right time in the stream? In practice that would much increase the area that you can conveniently reach with a slipstream.

I'd have to think about that, that's an interesting idea. Getting the physics to work right/in a satisfying way could be a bit involved.

(Fun fact: I've got this idea for making short slipstreams with a huge speed (like, 500-1000 burn), sort of like "gates" that boost you. This actually works if you do it in-game; might add this in at some later point. I remember even trying to make a chain of relay gates this way, spacing them so that by the time you slow down, the next gate picks you up - and it totally works!)

I definitely think there's some interesting ideas here in general with slipstreams, but I agree that there needs to be a bit of leeway in how we are allowed to traverse hyperspace with these slipstreams. They sound useful, but a little bit limiting in their current incarnation if they aren't going exactly where you need to go. I do think the gliding exit sounds like a good idea for early game ease of use if you know how to line things up right to have a glide boost to get to places that are farther away from the slip stream.

The mini super slipstreams sound like a fun idea, and perhaps that could be expanded with late game tech to be able to create them with an appropriately significant cost, and maybe a limited maximum amount. Being able to create them at the far reaches by your colonies sounds like a great way to improve mobility using the mini slipstream booster idea, and another way to add investment in your colonies as well as another goal to work towards. It'd also play into your idea of spreading colonies around if you can make it easier to travel between long distance colonies with these booster slipstreams.
Title: Re: Hyperspace Topography
Post by: Soban on October 12, 2022, 05:14:52 PM
Bit of an off-topic thought, but thought it might be good for longetivity of the game (unmodded especially).

Since Hyperspace lanes move items between long distances and, would it be possible for them to slowly trickle in new things from "outside" of the playable area (explanation wise) so you'd still be able to find domain relics in places you might have previously explored, or perhaps in a certain general area that was very close to a hyperspace lane. This could also be something that could be used to boost the progress for the bar as you're investigating anomalous activities along the routes.

That way you'd still have that exploration open to you, and hey maybe you might find something else in the area as well. [REDACTED], pirates that are out of fuel (hence got drawn into a solar system with the domain relics as well as they dropped out of the hyperspace lane), luddics etc. Could even introduce some random but very cool unique event/boss this way (or story stuff due to plot reasons as not to spoil things).

That is one big downside. Once you've been to all of the systems you're sort of done. Afterwards you can get things only from missions that spawn domain objects.
Title: Re: Hyperspace Topography
Post by: Sundog on October 12, 2022, 05:34:16 PM
Hype! I think this will go a long way toward making exploration and travel more interesting. Having more visibility over slipstreams will be great, and it seems like the topography discovery stuff will be very curiosity inducing! Do you plan to eventually make those award xp the way other discovery types do? (maybe they do and it just doesn't show up in the screenshot)

Regarding slipstrean usefulness: it would be neat if you could sort of catapult yourself out of a stream after building up momentum, and then continue sliding in the chosen direction for a good long while at high speed/fuel efficiency and being protected from storms. Maybe just by activating emergency burn at the right time in the stream? In practice that would much increase the area that you can conveniently reach with a slipstream.

I'd have to think about that, that's an interesting idea. Getting the physics to work right/in a satisfying way could be a bit involved.

(Fun fact: I've got this idea for making short slipstreams with a huge speed (like, 500-1000 burn), sort of like "gates" that boost you. This actually works if you do it in-game; might add this in at some later point. I remember even trying to make a chain of relay gates this way, spacing them so that by the time you slow down, the next gate picks you up - and it totally works!)
*cough* hyperdrive (https://fractalsoftworks.com/forum/index.php?topic=17157.0) *cough*
Title: Re: Hyperspace Topography
Post by: FooF on October 12, 2022, 06:54:04 PM
A very unexpected, but very welcome/cool blog post! I'm glad you're trying the progress system on a low-risk mechanic that still has good QoL improvements without (hopefully) cheese tactics. This system feels very natural and you don't have to go out of your way to really earn it, though I do like that you can be intentional about it and earn it faster if you want.

There are some interesting bread crumbs in all of this, namely, incentivizing colonies in multiple systems. While I don't think having a wider knowledge of slipstream patterns will be a decisive factor for whether or not I colonize a different system, this is a step in the right direction. I like the idea of claiming multiple sensor arrays having an effect on all colonies within a radius. Other similar mechanics could encourage spreading out more. Going "tall" (using a 4x term) of stacking all your colonies in one system for defense is a viable strategy but going "wide" should also have its perks.

Regarding slipstreams themselves: I like them when they work for me but I really dislike them when they don't. When the slipstreams are going in the opposite direction, there sometimes isn't any other recourse except to cross them and its frustrating when you're pulled off track so much. I wouldn't mind another hyperspace skill unlock that would allow "fording" of a slipstream. Sort of like a warp bubble that prevents slipstream effects for like 3 seconds with a cooldown of 10 seconds. Maybe it has a cost (Volatiles?) but E-burning through slipstreams can be very costly in supplies if you don't have the Industry skill. Alternatively, if you enter a slipstream at a near-perpendicular angle, the slipstream current doesn't kick in immediately (1 second?) The delay would allow you to cross narrow/fast slipstreams almost entirely without getting pulled in the wrong direction for 10 LY. Perhaps this feature is mutually exclusive with Sustained Burn. 

(As a total aside, I will say it one more time: this progress bar system is going places, so I hope you're prepared to make another dozen iterations. :D People are going to clamor for it to be used for Combat ("Combat XP!" "Split off Combat Skills from the main skill system!" "The more you fight the more Combat Skills you get!" etc), for Trade, for dealing with Factions, for campaign events, endgame scenarios...the list goes on and on. I think it has the potential to do some really cool things in the game, assuming of course, you want to spend the time on it!)

Title: Re: Hyperspace Topography
Post by: Acro on October 12, 2022, 08:31:49 PM
Seems interesting, I can't wait for more small stuff like this to come out.

The slipstreams are cool but when it comes to usability it is quite lacklustre, in fact sometimes more of an annoyance particularly when your destination is being barred off due to a slipstream forcing you to emergency burn through it or just try going through it, with these small features we can have a bit more control over our exploration. Now the neutrino detector is more of an early game strategy and slipstreams can be exploited used to our advantage.

It's cool to see these concepts come to life. You guys are legends and are pumping these ideas out like crazy. Can't wait to see what else you have in store.
Title: Re: Hyperspace Topography
Post by: Shinr on October 12, 2022, 10:40:01 PM
After reading this, the first thing that came to my mind is the potential new Crew/Marines/Pilots experience system separate from the Trading/Inventory system, which from my understanding being coupled to it was the main drawback of the earlier EXP system.
Title: Re: Hyperspace Topography
Post by: BCS on October 12, 2022, 11:56:49 PM
I'll be honest: none of the "think where you place your colonies" mechanics ever managed to make me actually consider where I place my colonies - extra Industry is superfluous, faster population growth with Cryosleepers is a very minor QoL which becomes obsolete once your colony reaches max size anyway, and I can't see myself putting down colonies just to know where the Slipstreams are either.

But hey, I'll gladly take +3 burn speed in Hyperspace and some extra money from Topographic Data, thankyouverymuch
Title: Re: Hyperspace Topography
Post by: Doctorhealsgood on October 13, 2022, 04:23:27 AM
What a neat little thing. Having some bearings about where slipstreams are more or less is something i would appreciate. It's hard to plan a route while having them into account as they are now but this will probably help. The fact that after you completed the permanent benefits from event you get an additional source of credits so you still benefit from doing the thing is very nice too.
Someone mentioned reduced supply use when waiting around and i think that's a nice idea. I mean it makes sense right?  Ships would probably require less maintenance if you are only running the barest minimum or something. Kinda like go dark... but darker?
Title: Re: Hyperspace Topography
Post by: Bastion.Systems on October 13, 2022, 05:02:36 AM
With all this extra efficiency from coming Hyperspace Topography, Auxiliary Fuel Tanks hullmod and the idea of needing colonies to support exploration, it's too easy to have enough fuel capacity even without tankers to basically have near unlimited range. I propose the base fuel use should be raised somewhat to encouraging planning and to make tankers useful again.
Title: Re: Hyperspace Topography
Post by: Gothars on October 13, 2022, 05:58:12 AM
I'd have to think about that, that's an interesting idea. Getting the physics to work right/in a satisfying way could be a bit involved.

(Fun fact: I've got this idea for making short slipstreams with a huge speed (like, 500-1000 burn), sort of like "gates" that boost you. This actually works if you do it in-game; might add this in at some later point. I remember even trying to make a chain of relay gates this way, spacing them so that by the time you slow down, the next gate picks you up - and it totally works!)

Speaking more in general, top down 2d games always struggle to have interesting movement systems. I can think of very few where movement is actually a main appeal, it mostly serves to connect other game elements to each other. That is of course in sharp contrast to side-scrolling 2d games, where movement is often the core mechanic. Why is that, I wonder?

Gravity, momentum? Top downs often have both. What comes to mind as typically for side scrollers is challenging interaction with barriers, specifically their influence on player momentum. Using walls, ramps and enemies skillfully to accelerate instead of being slowed down by them is much of the fun.

I recently tried the mobile game DATA WING, which is one of these rare worthwhile movement based top downs. You race around a course, and here it kind of works because closing in with the course barriers just so gives you a speed boost.
Spoiler
(https://aweapps.com/images/rail_grinding.gif)
[close]

That all means to say: Yeah - it would be fantastic to have more controllable momentum changing environmental interaction during travel, it actually seems the key to a fun movement system. Like the gate slipstreams you describe. I also think hyperspace storms offer potential, if you could just predict/influence the direction they throw you in and maybe chain them together somehow.

With all this extra efficiency from coming Hyperspace Topography, Auxiliary Fuel Tanks hullmod and the idea of needing colonies to support exploration, it's too easy to have enough fuel capacity even without tankers to basically have near unlimited range. I propose the base fuel use should be raised somewhat to encouraging planning and to make tankers useful again.

Valid concern.

Title: Re: Hyperspace Topography
Post by: smithney on October 13, 2022, 06:26:06 AM
With all this extra efficiency from coming Hyperspace Topography, Auxiliary Fuel Tanks hullmod and the idea of needing colonies to support exploration, it's too easy to have enough fuel capacity even without tankers to basically have near unlimited range. I propose the base fuel use should be raised somewhat to encouraging planning and to make tankers useful again.
Honestly I think having to carry around purely logistical ships feels like a nuisance, but I understand their necessity to balance out ship size against fleet size. I don't feel the need to make tankers more useful, consider that they are the only practical option for hauling commercial amounts of AM fuel, they are also nice for raiding for when a bombardment comes in handy. Anyway how are you so sure fuel management will become near non-factor with the announced changes? If you're coming from the PoV of a Containment Procedures user, I guess near unlimited range would be the intended effect.

(As a total aside, I will say it one more time: this progress bar system is going places, so I hope you're prepared to make another dozen iterations. :D People are going to clamor for it to be used for Combat ("Combat XP!" "Split off Combat Skills from the main skill system!" "The more you fight the more Combat Skills you get!" etc), for Trade, for dealing with Factions, for campaign events, endgame scenarios...the list goes on and on. I think it has the potential to do some really cool things in the game, assuming of course, you want to spend the time on it!)
One caveat I had when Alex announced the usage of event trackers in Hostile Activity was that the player might get overwhelmed by too many of them. A fact I didn't emphasize enough last time is that the computer is obviously doing the tracking here, making them less of a burden on the player and more of a feedback mechanism. But I can imagine an overanalytical player getting committed to making numbers go up instead of taking the tracker as just an indicator of progress, as Alex noted in this blog post. Seeing how players reacted to the bonus xp mechanic I'm skeptical about players not finding a way to turn events into chores, but we'll see. An obvious solution would then be to make events less directly influenceable by the player. Alternatively, the tracker could be hidden from the player, but that's obviously hard to implement if the intention is to entice the player with beneficial goalposts.
Title: Re: Hyperspace Topography
Post by: BCS on October 13, 2022, 07:24:10 AM
With all this extra efficiency from coming Hyperspace Topography, Auxiliary Fuel Tanks hullmod and the idea of needing colonies to support exploration, it's too easy to have enough fuel capacity even without tankers to basically have near unlimited range. I propose the base fuel use should be raised somewhat to encouraging planning and to make tankers useful again.

Uh... no? You get 50% less fuel use but only while inside a Slipstream. How often do you travel using Slipstreams? 1% of the time? Knowing where Slipstreams are won't magically change their direction so it won't really change how often you use them.

And saying that Auxiliary Fuel Tanks makes tankers obsolete is like saying that Expanded Cargo Holds makes haulers obsolete. No one puts ECH on their combat ships and no one will put AFT on their combat ships either. To begin with these hullmods are only really worth it if their 30% bonus beats their base bonus, i.e. only if you put them on haulers/tankers.
Title: Re: Hyperspace Topography
Post by: gG_pilot on October 13, 2022, 08:29:31 AM
Slipstream and  hyperspace gameplay need polishing,  tank you for adressing that.

There  are two big  pains  which I didnt find solution in your blog.
1. Current slipstream are 90% NOT usefull    becouse they lead somewhere else. Is it possible to choose  flow? I mean, can  the player use it as a highway ? (good) (or it is still one_way_highway ?) (bad)
2. Current slipstream can grab player fleet  and drag it soomwhere faraway and die. It  leads to behaviour, oh  here is  a  slipstream I need to cross, then I must quicksave!

It would be  better to make it other way around, let player  make effort to stay inside stream. You know  these coin-machines with a rocket you  controll and shoot  evertyhing  ? I think it would  be nice change of  peace when  player enter  the  slipstream and whoooooaaaaa, he has to control the ship  to  stay IN.  MAKE EFFORT CONTROL THE SHIP TO GET BONUS.

 Now it is a  wierd position, when slip stream grab a player and FORCE a  BONUS on him. Then player have to make effort to NOT receive bonus to leave stream. Wierd. It would feel much better that be in a slip is reward  player get for his  effort. As soon  as player lose concentration  or stop  controlling ship, it is kicked out of stream.

Perhaps there could  be some price  for entering  slip, like a dose  of fuel, so player gets motivation to keep in the  stream as long  as possible, and not only slide in  and out without consequences. Also make slip more narrow and zig-zag so it  is a challenge to  stay    in.
----------------------------------
Tip > > Topographic data item should  be part of  faction  diplomatic.  e.i.  you  could give it to other  faction to get favor points.
Title: Re: Hyperspace Topography
Post by: FooF on October 13, 2022, 08:29:49 AM
One skill point in Industry gives your whole fleet 50% cargo/fuel capacity early on. It greatly reduces the need for more than one transport or fuel hauler. Logistic ships, as a whole, could be more interesting but they’re not broke. But that’s another topic entirely.
Title: Re: Hyperspace Topography
Post by: Dadada on October 13, 2022, 09:26:00 AM
2. Current slipstream can grab player fleet  and drag it soomwhere faraway and die. It  leads to behaviour, oh  here is  a  slipstream I need to cross, then I must quicksave!
Emergency burn... I never had to save because of a slipstream. I am careful with my supplies and fuel and return sooner rather than later so that I do not lose my fleet and thus crossing 2 slipstreams with emergency burn is not a big deal for me.
Title: Re: Hyperspace Topography
Post by: Samaj on October 13, 2022, 09:35:09 AM
I have to say, you always blow me away with the ideas and upcoming features. When I get notification that a new blog post just dropped I have to read it as soon as I can, because I know it's going to be great. Event system sounds amazing and will really motivate me to explore even more!
Title: Re: Hyperspace Topography
Post by: Megas on October 13, 2022, 09:42:43 AM
No to increased fuel use.  Ships are plenty thirsty without Containment Procedures.

As for slipstreams.  In my first 0.95.1a game, streams frequently spawned near my colony system and were a convenient speed boost.  In my second game, any streams that spawned near my system was an intersecting mess that often converged to a single spot, and streams frequently got in the way, where I cross them far more than riding them.

As for colony placement, as long as a system needs multiple bases to repel invasions without babysitting from the player, and we have gates for travel, I do not see new features encouraging spreading colonies wide.

I agree with BCS about various features.  Hypershunt is only good for Omega weapons loot; getting the stuff for +1 industry is not worth the aggravation from cells (and inspections if I do not feel like purging H from the sector permanently).  Sleeper ships are useless after the colony is at max size.

Lately, the main considerations where I build colonies are...
* Does the system have a gate?
* Does the system have two or more planets so that babysitting may be avoided if targeted for a raid?
* Does the system have enough resources to meet demand?  Ideally without IP in case my commander does not get it (and Hull Restoration).
* Is the system close enough to core for higher accessibility and less fuel use?
* Is the location magic enough that I always avoid pirate activity?  In my first 0.95.1a game, my colony systems never got pirate activity - it was great.

As for logistics hullmods, I have used them occasionally on combat ships early when I desperately needed more capacity in a pinch.  Come to think of it, in my last game, I avoided combat at all costs until I got Hull Restoration at level 6, then, I had extra cargo on most ships to haul more commodities to the well-known money-maker systems when trading is more profitable than combat early, but my ships (as I slowly find more) could fight the occasional pirates that got in the way.
Title: Re: Hyperspace Topography
Post by: Wyvern on October 13, 2022, 10:29:15 AM
Speaking more in general, top down 2d games always struggle to have interesting movement systems. I can think of very few where movement is actually a main appeal, it mostly serves to connect other game elements to each other. That is of course in sharp contrast to side-scrolling 2d games, where movement is often the core mechanic. Why is that, I wonder?
The really interesting thing here is that Starsector does have interesting movement mechanics... in the context of maneuvering within a single star system, if you disable sustained burn.

(Why do I specify 'if you disable sustained burn'? Because it makes hostile fleets move too fast; an enemy fleet with sustained burn running can close from offscreen to oops-you're-detected in very short order - and if you're trying to be sneaky, this is almost always a no-win situation: there's no option you can take to remain sneaky; you lose because RNG decided you lose. I think that, overall, the game would benefit from removing sustained burn, and replacing it with the ability to toggle up to 4x increased timeflow rather than 2x. ...For that matter, does anybody ever toggle the 2x timeflow option off? I know I don't.)

This breaks down in hyperspace, though, because nobody enforces transponder-on (a good thing, as being required to be transponder-on in hyperspace would be terrible if you were hostile with any of the major factions), and because there's no rewards for good play. In a star system, that 'good play' reward might be something like 'you snuck into Chicomoztoc with your transponder off, and can now buy the rare XIV-variant onslaught on the black market without getting every patrol in-system up your grill' - but there's no hyperspace equivalent.

...You know what hyperspace needs? Buried treasure. Places like the Alpha Site that you can find by, I dunno, following sensor ghosts or something? Nothing with quite the Alpha Site's level of rewards, of course, but a lost and lonely planet with some salvageable ruins, perhaps? (Though, hm. Would need something to mark such planets as non-colonizeable.)
Title: Re: Hyperspace Topography
Post by: Alex on October 13, 2022, 11:06:40 AM
First, I enjoy the hints of the gameplay theme Volatiles represent. I was hoping there will be another reason to carry around Volatiles than just for the gimmicky* Neutrino Detector, but seeing as Neutrino Burst is an option anchored to a sensor array it won't necessarily be the case (as you can just pick up stashed Volatiles at your nearest colony). Regardless, Volatiles being the substrate for AMF production as well as a resource for exploration abilities hints at an intriguing ludonarrative theme, if you catch my drift...

Since you can build or find an array in just about any system, I think it'd make sense to carry some around!

Second, happy to finally see some reason to check on fellow scavengers :P Still some way to go before developing a reputation for being nosy around strangers in hyperspace becomes a thing, but a welcome step forward regardless.

Yeah, for sure; in general I'd like to see a few more reasons to interact with other fleets, but we'll see.

Aside from that, definitely didn't expect to see the event tracker be utilized like this. But hey, so long as Starsector doesn't turn into a vertical barcode I'm not complaining about abusing them... For science!
You can just remove some later if they start to ruin immersion, right? :^

Indeed :)

ooohhhhhh, those new icons are lovely!

(Aren't they?!)

also hmmm, it wasn't too clear in the post - does hyperfield optimisation increase the normal speed limit to 23, or does it bump your current max burn up by 3? (for a +4/+8 speed increase w/ navigation)

The normal limit is still 20.


I can tell I'm going to fall in love with these events - it's just such a nice, clean gameplay interface for 'a long-term thing is happening, you'll want to keep an eye on that'. Lots of gameplay potential, lots of modding potential, and a nice antidote to predictable optimization routines, the bane of a sense of adventure.

Glad you're liking it! Looking at it now, it seems like such a simple thing, but it really does feel like it fits so many things well.


these dev blog posts are always a treat. generally speaking, they're not the kind of thing I'd usually be interested in when it comes to other games, but it's like your passion really comes through in these and it makes for a fun read every time

Thank you so much! It always makes me happy when someone says they enjoy the posts.

as far as these future changes go, I'm very excited for them. the janus device was already quite a helpful solution for late-game hyperspace repetitiveness issues, but coupled with these plans, and all the other interesting little things like hyperspace ghosts, we're probably getting very close to the point where hyperspace travel will no longer be seen as a chore at all. it's a great idea all around, I'm looking forward to seeing it in action

Here's hoping! There are are few other things I'd like to do there (or at least look at), but... :-X


What about tying the event system into other skills or giving other skills their events? Crew Training and Cybernetic Augmentation come to mind.

Haha, I thought someone might bring that up :) I don't think that'd be a good idea, though. That sort of creates the expectation that *every* skill should have one, and, not somewhere I'd want to go.

I could see other non-skills-but-kinda-skills working this way, though. I mean, that's what Hyperspace Topography is, more or less - like an alternative take on a specialized Navigation.

Also there's an idea about some sort of codebreaking event.

Hmm, what do you mean?


I rather like the idea of the old-fashioned sailor, waiting on the wind and tides, but in this case, waiting is just holding the shift key for ten to fifteen minutes straight.  Not only is that expensive in supplies, it's also incredibly boring.  It's what I'll have to do if I depend on slipstreams.

So what can be done to ameliorate this?  I think some method of waiting with reduced supply cost would be nice.

Hmm. I don't think anything needs to done here, like, *at all*? Waiting for slipstreams to change - unless it's already really close in the season - already seems like a bad idea for several reasons. You don't even know for sure what they're going to turn into; it could be a "random" outcome that doesn't even flow the way you want. The last thing I'd want to do is add some kind of mechanic that encourages it.

Slipstreams aren't meant to be - and emphatically aren't - something you can "depend" on! Just because you can plan around them and take advantage of the opportunities doesn't mean they're always the best way to move around.

The mini super slipstreams sound like a fun idea, and perhaps that could be expanded with late game tech to be able to create them with an appropriately significant cost, and maybe a limited maximum amount. Being able to create them at the far reaches by your colonies sounds like a great way to improve mobility using the mini slipstream booster idea, and another way to add investment in your colonies as well as another goal to work towards. It'd also play into your idea of spreading colonies around if you can make it easier to travel between long distance colonies with these booster slipstreams.

That could be fun, yeah!


Since Hyperspace lanes move items between long distances and, would it be possible for them to slowly trickle in new things from "outside" of the playable area (explanation wise) so you'd still be able to find domain relics in places you might have previously explored, or perhaps in a certain general area that was very close to a hyperspace lane. This could also be something that could be used to boost the progress for the bar as you're investigating anomalous activities along the routes.

That way you'd still have that exploration open to you, and hey maybe you might find something else in the area as well. [REDACTED], pirates that are out of fuel (hence got drawn into a solar system with the domain relics as well as they dropped out of the hyperspace lane), luddics etc. Could even introduce some random but very cool unique event/boss this way (or story stuff due to plot reasons as not to spoil things).

That is one big downside. Once you've been to all of the systems you're sort of done. Afterwards you can get things only from missions that spawn domain objects.

I don't think this would need to be tied to slipstreams, other than perhaps conceptually. The general problem here is that if this sort of thing happens, you wouldn't know *where* it happened, so if it's just "some fringe systems get re-rolled", that by itself wouldn't be much good; going on a tour of the fringes to find what's new there would mostly consist of disappointment. Like, if you've already explored something, but that no longer means there's nothing there, I don't think that's actually good. Some more specific events like "you get some info from a scavenger that X happened in a fringe system" might work, though. But, I don't think this really relates to these mechanics, it's a completely different (if interesting) discussion.


Hype! I think this will go a long way toward making exploration and travel more interesting. Having more visibility over slipstreams will be great, and it seems like the topography discovery stuff will be very curiosity inducing! Do you plan to eventually make those award xp the way other discovery types do? (maybe they do and it just doesn't show up in the screenshot)

I hadn't really thought about it, hmm. The main problem with exploration XP - especially for this - is that exploration is mostly linear, while XP required to level up is extremely not. So that just makes finding meaningful XP values for exploration things difficult.

*cough* hyperdrive (https://fractalsoftworks.com/forum/index.php?topic=17157.0) *cough*

(Oh yeah!)


A very unexpected, but very welcome/cool blog post! I'm glad you're trying the progress system on a low-risk mechanic that still has good QoL improvements without (hopefully) cheese tactics. This system feels very natural and you don't have to go out of your way to really earn it, though I do like that you can be intentional about it and earn it faster if you want.

Here's hoping that's exactly how it pans out :)

There are some interesting bread crumbs in all of this, namely, incentivizing colonies in multiple systems. While I don't think having a wider knowledge of slipstream patterns will be a decisive factor for whether or not I colonize a different system, this is a step in the right direction. I like the idea of claiming multiple sensor arrays having an effect on all colonies within a radius. Other similar mechanics could encourage spreading out more. Going "tall" (using a 4x term) of stacking all your colonies in one system for defense is a viable strategy but going "wide" should also have its perks.

Yeah, it's definitely intended as a "step" and not a decisive factor on its own. I've got a bunch of other ideas for things to try that would generally pull in the same direction! How much of that turns out well/makes it into the game/etc is as always TBD, though.

Regarding slipstreams themselves: I like them when they work for me but I really dislike them when they don't. When the slipstreams are going in the opposite direction, there sometimes isn't any other recourse except to cross them and its frustrating when you're pulled off track so much. I wouldn't mind another hyperspace skill unlock that would allow "fording" of a slipstream. Sort of like a warp bubble that prevents slipstream effects for like 3 seconds with a cooldown of 10 seconds. Maybe it has a cost (Volatiles?) but E-burning through slipstreams can be very costly in supplies if you don't have the Industry skill. Alternatively, if you enter a slipstream at a near-perpendicular angle, the slipstream current doesn't kick in immediately (1 second?) The delay would allow you to cross narrow/fast slipstreams almost entirely without getting pulled in the wrong direction for 10 LY. Perhaps this feature is mutually exclusive with Sustained Burn. 
The slipstreams are cool but when it comes to usability it is quite lacklustre, in fact sometimes more of an annoyance particularly when your destination is being barred off due to a slipstream forcing you to emergency burn through it or just try going through it, with these small features we can have a bit more control over our exploration. Now the neutrino detector is more of an early game strategy and slipstreams can be exploited used to our advantage.

Hmm. I think fundamentally, I'm completely fine with slipstreams being an obstacle at times. I'd just like to make sure they're also very, very useful at other times!

(As a total aside, I will say it one more time: this progress bar system is going places, so I hope you're prepared to make another dozen iterations. :D People are going to clamor for it to be used for Combat ("Combat XP!" "Split off Combat Skills from the main skill system!" "The more you fight the more Combat Skills you get!" etc), for Trade, for dealing with Factions, for campaign events, endgame scenarios...the list goes on and on. I think it has the potential to do some really cool things in the game, assuming of course, you want to spend the time on it!)

(Oh man, I can see it now. An "Ion Weapons" skill that has the player trying to find the most harmless pirate to pound on with Ion Cannons only to level it up, then retreating to let them repair before repeating this ad nauseum. Yes! That's the ticket.)

No, but seriously, it'll be interesting to explore where this is a good fit! I do want to be careful with it, because it seems really easy to use for pretty much everything.


It's cool to see these concepts come to life. You guys are legends and are pumping these ideas out like crazy. Can't wait to see what else you have in store.

:D

After reading this, the first thing that came to my mind is the potential new Crew/Marines/Pilots experience system separate from the Trading/Inventory system, which from my understanding being coupled to it was the main drawback of the earlier EXP system.

... oh! Oh. That's very interesting. The main problem with crew XP was just the *enormous* hassle of keeping track of multiple crew types, anywhere crew is used. So yeah, this could potentially abstract away from that, but then it's basically just "an additional bonus/parallel XP bar" which... it could be interesting, depending on what the contributing factors are and what the incentives are and so on. Larger topic and I haven't really thought it through, but: neat idea, thank you for bringing it up!


I'll be honest: none of the "think where you place your colonies" mechanics ever managed to make me actually consider where I place my colonies - extra Industry is superfluous, faster population growth with Cryosleepers is a very minor QoL which becomes obsolete once your colony reaches max size anyway, and I can't see myself putting down colonies just to know where the Slipstreams are either.

But hey, I'll gladly take +3 burn speed in Hyperspace and some extra money from Topographic Data, thankyouverymuch

Haha! We'll see, we'll see :)


Someone mentioned reduced supply use when waiting around and i think that's a nice idea. I mean it makes sense right?  Ships would probably require less maintenance if you are only running the barest minimum or something. Kinda like go dark... but darker?

That might make some sense in-fiction, but I really don't to incentivise waiting around.


With all this extra efficiency from coming Hyperspace Topography, Auxiliary Fuel Tanks hullmod and the idea of needing colonies to support exploration, it's too easy to have enough fuel capacity even without tankers to basically have near unlimited range. I propose the base fuel use should be raised somewhat to encouraging planning and to make tankers useful again.

Hmm, I'll keep an eye on how that feels when I get to doing some serious playtesting. My initial feeling is that slipstreams aren't reliable enough and that you'd still want some tankers for a safety margin, though.


Speaking more in general, top down 2d games always struggle to have interesting movement systems. I can think of very few where movement is actually a main appeal, it mostly serves to connect other game elements to each other. That is of course in sharp contrast to side-scrolling 2d games, where movement is often the core mechanic. Why is that, I wonder?

Gravity, momentum? Top downs often have both. What comes to mind as typically for side scrollers is challenging interaction with barriers, specifically their influence on player momentum. Using walls, ramps and enemies skillfully to accelerate instead of being slowed down by them is much of the fun.

I recently tried the mobile game DATA WING, which is one of these rare worthwhile movement based top downs. You race around a course, and here it kind of works because closing in with the course barriers just so gives you a speed boost.
Spoiler
(https://aweapps.com/images/rail_grinding.gif)
[close]

That all means to say: Yeah - it would be fantastic to have more controllable momentum changing environmental interaction during travel, it actually seems the key to a fun movement system. Like the gate slipstreams you describe. I also think hyperspace storms offer potential, if you could just predict/influence the direction they throw you in and maybe chain them together somehow.

It's an interesting topic! Slipstream movement itself is kind of going in that direction, to have some movement that's fun just on its own. And yeah, as you say, momentum and playing with it etc... it's like the appeal of surf maps in counterstrike, just skillfully chaining movement together without breaks.

A large part of the fun, though, is also what you're actually doing. Sneaking around in a star system full of Redacted and picking it clean without getting in trouble is already fun, regardless of any second-to-second fun from just the movement system itself. Fundamentally, I think you need gameplay with risk and reward and so on - the movement system taken in isolation being fun is great, but I think that's kind of parallel enhancer to the other stuff needed to make it fun, not a requirement or a solution for it being fun/not fun, if you know what I mean? It's part of why slipstreams cut down on fuel use so much; "using fuel" is the fundamental cost of going through hyperspace and "doing it well" seems like it should involve reducing the fuel cost.

You can influence the direction the storms throw you, by the way! It's always "away from the center of the cell that had the storm strike". It's just really hard to do reliably, unless you're e-burning.

Hmm. Some stuff to think about, for sure :)


I have to say, you always blow me away with the ideas and upcoming features. When I get notification that a new blog post just dropped I have to read it as soon as I can, because I know it's going to be great. Event system sounds amazing and will really motivate me to explore even more!

Haha, thank you! You're too kind :)


As for colony placement, as long as a system needs multiple bases to repel invasions without babysitting from the player, and we have gates for travel, I do not see new features encouraging spreading colonies wide.

(Yes, the main incentive for stack all of the colonies in one place needs to be adjusted as well. And in part, hostile activity does this by adjusting how pirate raids work; all steps in the same general direction, but not the complete set of steps, just yet.)


(Why do I specify 'if you disable sustained burn'? Because it makes hostile fleets move too fast; an enemy fleet with sustained burn running can close from offscreen to oops-you're-detected in very short order - and if you're trying to be sneaky, this is almost always a no-win situation: there's no option you can take to remain sneaky; you lose because RNG decided you lose. I think that, overall, the game would benefit from removing sustained burn, and replacing it with the ability to toggle up to 4x increased timeflow rather than 2x. ...For that matter, does anybody ever toggle the 2x timeflow option off? I know I don't.)

(Wouldn't you be in *exactly the same situation*, then? S-burn off, 4x time = basically the same real-world timings. You might say you'd be running at 2x time, but you know that you wouldn't actually be! :D)

This breaks down in hyperspace, though, because nobody enforces transponder-on (a good thing, as being required to be transponder-on in hyperspace would be terrible if you were hostile with any of the major factions), and because there's no rewards for good play. In a star system, that 'good play' reward might be something like 'you snuck into Chicomoztoc with your transponder off, and can now buy the rare XIV-variant onslaught on the black market without getting every patrol in-system up your grill' - but there's no hyperspace equivalent.

Yeah - this is exactly what I was getting at with slipstreams and fuel use, since that's the main possible reward.

...You know what hyperspace needs? Buried treasure. Places like the Alpha Site that you can find by, I dunno, following sensor ghosts or something? Nothing with quite the Alpha Site's level of rewards, of course, but a lost and lonely planet with some salvageable ruins, perhaps? (Though, hm. Would need something to mark such planets as non-colonizeable.)

Funny, was thinking along very similar lines a little while ago (lone planet etc), though not in this specific context... hmm. It's tough to encourage exploration in hyperspace when there's a fuel cost hanging over your head as an overriding factor. Very much bears more thinking about, though; it's definitely about risk and reward.
Title: Re: Hyperspace Topography
Post by: Jon on October 13, 2022, 11:10:42 AM
 This looks great! My playstyle generally involves maxing out the industry tree alongside navigation and sensors, and exploring the sector so i can find the "dream" system for a colony whilst making enough money to keep my fleet afloat.
 While i think the desire to find that perfect terran world in a system with a Domain-era relay is still going to be there, i will give a few "dud" systems a chance if they are in a great spot to help map out the rest of the sector.
Title: Re: Hyperspace Topography
Post by: Wyvern on October 13, 2022, 11:44:52 AM
(Why do I specify 'if you disable sustained burn'? Because it makes hostile fleets move too fast; an enemy fleet with sustained burn running can close from offscreen to oops-you're-detected in very short order - and if you're trying to be sneaky, this is almost always a no-win situation: there's no option you can take to remain sneaky; you lose because RNG decided you lose. I think that, overall, the game would benefit from removing sustained burn, and replacing it with the ability to toggle up to 4x increased timeflow rather than 2x. ...For that matter, does anybody ever toggle the 2x timeflow option off? I know I don't.)

(Wouldn't you be in *exactly the same situation*, then? S-burn off, 4x time = basically the same real-world timings. You might say you'd be running at 2x time, but you know that you wouldn't actually be! :D)
How much time you have to react is the same, but what reactions you have available is very much not. Without sustained burn in the equation, you'd be looking at them coming in at a leisurely burn 9 - let's assume a fast patrol here - which you can attempt to dodge with your running-dark fleet at burn 7. (Why, yes, I do consider the Sensors skill to be a vastly better pick than Navigation.)

Compare that to trying to dodge when they're coming in at burn 18 to your 7, and it's not even a contest.

(Interdiction Pulse never helps. At least for me, by the time I realize I 'should' use it, it's too late and the enemy will catch up before it finishes its charge-up. Plus then you're no longer stealthed, and in a fail-state for sneaking. For that matter, if I come in with Sustained Burn, and some enemy fleet tries to use Interdiction Pulse... it also doesn't go off before I get to them, so I don't think that's a me-problem, exactly.)
Title: Re: Hyperspace Topography
Post by: Alex on October 13, 2022, 11:53:29 AM
How much time you have to react is the same, but what reactions you have available is very much not. Without sustained burn in the equation, you'd be looking at them coming in at a leisurely burn 9 - let's assume a fast patrol here - which you can attempt to dodge with your running-dark fleet at burn 7. (Why, yes, I do consider the Sensors skill to be a vastly better pick than Navigation.)

Compare that to trying to dodge when they're coming in at burn 18 to your 7, and it's not even a contest.

Ah, that's a good point. This is why SB gives a 100% increase to how far away the fleet is detectable, though in practice - with the transponder being on - it's not going to be double. Perhaps changing SB to add a flat increase - say, +1000 or so - or act as a 2x multiplier instead of +100% - might make sense? Since the point there is to help keep the time-to-react at least similar-ish.
Title: Re: Hyperspace Topography
Post by: smithney on October 13, 2022, 12:45:45 PM
First, I enjoy the hints of the gameplay theme Volatiles represent. I was hoping there will be another reason to carry around Volatiles than just for the gimmicky* Neutrino Detector, but seeing as Neutrino Burst is an option anchored to a sensor array it won't necessarily be the case (as you can just pick up stashed Volatiles at your nearest colony). Regardless, Volatiles being the substrate for AMF production as well as a resource for exploration abilities hints at an intriguing ludonarrative theme, if you catch my drift...

Since you can build or find an array in just about any system, I think it'd make sense to carry some around!
Oh right, thanks for answering and clearing this up! Didn't think of it like this. So yeah, finally a motivation to start playing with the Detector :D It's also a neat teaser for the design space concerning overworld objectives that I'm sure you'll continue exploring. Wondering if popping-up objectives for their abilities ever becomes a thing...
Title: Re: Hyperspace Topography
Post by: Nimiety on October 13, 2022, 02:50:26 PM
Every time I use a slipstream I end up getting ganked by pirates or luddics, so I don't bother any more and I probably won't bother even with this new stuff. Its easy enoughto just cart around enough fuel to get everywhere and credits are meaningless outside the mega early game. Useful for new players? Maybe, or it gets them stuck in deep space since they can't rely on the half fuel indicator.
Title: Re: Hyperspace Topography
Post by: woodsmoke on October 13, 2022, 08:10:36 PM
Why do I specify 'if you disable sustained burn'? Because it makes hostile fleets move too fast; an enemy fleet with sustained burn running can close from offscreen to oops-you're-detected in very short order - and if you're trying to be sneaky, this is almost always a no-win situation: there's no option you can take to remain sneaky; you lose because RNG decided you lose. I think that, overall, the game would benefit from removing sustained burn, and replacing it with the ability to toggle up to 4x increased timeflow rather than 2x. ...For that matter, does anybody ever toggle the 2x timeflow option off? I know I don't.

I can't speak to sneaky espionage problems caused by enemy fleets running SB but, for my part, the only time I ever toggle double time flow on is when I hit Shift+M4 to activate my transverse jump. By contrast, I use SB all the time.

I'd have no problem with Alex adding an option to change how much the shift key increases time flow but, if my only options were "crawl along at regular speed" or "the entire world zooms about like a crack-addled space monkey," I'd consider that a pretty significant step back from how things stand now.
Title: Re: Hyperspace Topography
Post by: AntMatriarch on October 13, 2022, 09:05:51 PM
With all these event things popping up, could you also make events for player actions? For example, if the player consistently saturation bombards faction worlds, they would have events that would send a hit fleet against the player, big fleets defending core worlds that won't chase the player far away and annoying fast scouts that stalks the player (not letting the player be too close or too far away) as they move around the core world. If player colonies uses lots of AI cores in their colonies, they might be contacted by Tri-Tachyon to have some kind of deal behind hegemony's back. Maybe a 'person of interest' meter that rises as the player's kill count increases and they establish colonies where the player's actions get increasingly more weighty (get more rep for the same actions).
Title: Re: Hyperspace Topography
Post by: SonnaBanana on October 13, 2022, 10:37:13 PM
With all these event things popping up, could you also make events for player actions? For example, if the player consistently saturation bombards faction worlds, they would have events that would send a hit fleet against the player, big fleets defending core worlds that won't chase the player far away and annoying fast scouts that stalks the player (not letting the player be too close or too far away) as they move around the core world. If player colonies uses lots of AI cores in their colonies, they might be contacted by Tri-Tachyon to have some kind of deal behind hegemony's back. Maybe a 'person of interest' meter that rises as the player's kill count increases and they establish colonies where the player's actions get increasingly more weighty (get more rep for the same actions).
Yes please!
Title: Re: Hyperspace Topography
Post by: gG_pilot on October 14, 2022, 04:10:15 AM
Alex, I see your reluctance to allow use slipstream as two way highway.
I dont understand why?
 the main problem of current system is, slips are perceived as nuisance more than positive.
in my last game I used slips intentionally for travel about 3 times per whole game walkthru. Other cases I traveled by slips was not intentional disasters, when I needed to load  quick-save again.  (it swallowed me and drag over a half universe)
Adding so much attention to mechanic which is used very rarely is walking  around invisible elephant in elevator.

Could you, at least,  make this:   use the item Hyperspace Topology data  for  changing slip orientation ?
e.i. when you are in the stream and use the item Hyperspace Topology data item, then  slip changes the flow.
This improvement, radical rise up usability of slips, from 1-5 per walktrhu to about 10 per walkthru.
Thanks
Title: Re: Hyperspace Topography
Post by: Megas on October 14, 2022, 06:02:03 AM
With all these event things popping up, could you also make events for player actions? For example, if the player consistently saturation bombards faction worlds, they would have events that would send a hit fleet against the player, big fleets defending core worlds that won't chase the player far away and annoying fast scouts that stalks the player (not letting the player be too close or too far away) as they move around the core world.
I like for them to declare total war and fight all out if they can, or if they cannot (because I am winning after beating them down), then surrender or be wiped off the map.  And for Indies to get out of the way of a total war - don't take sides during a total war when both sides are attempting to kill each other's planets via sat bombs.

Currently, factions only stop when they literally cannot fight after they have been wiped off the map.  Would be nice to tell them to knock off their idiocy when my faction gets the upper hand in a war.

I usually sat bomb worlds as retribution for excessive expeditions, especially after I save them from pirate raids for the umpteenth time.
Title: Re: Hyperspace Topography
Post by: Hiruma Kai on October 14, 2022, 07:33:00 AM
Cool and interesting blog post Alex.  As you say, it definitely has a "Do X to get better at X skill" feeling.  And it does show off how flexible a simple and integrated progress tracker can be.  Like others, I fully expect modders to use (and possibly abuse ;) ) this extensively.

As feedback, the ability for colonies to reveal nearby slipstreams is going to be an almost negligible incentive to split colonies up in far flung locations for me.  It's not going to overcome the various game factors which push me towards putting them all in one spot (ease of dropping off colony items and cores, easier defense either via patrols or simply getting back via gate to intercept, building up contacts all in one system over time, distant from core for export profits), especially with the gate network being available mid to late game.  Primary consideration for me these days is there a gate in system or a nearby system, since so much of the campaign map interaction is spent just traveling.  Slipstreams are just too random and unreliable.

Actually, I would hypothesize even with full slipstream information, I still wouldn't end up using them that much.  I should try playing a campaign run through with the entire slipstream network visible at all times, and see how much I take advantage of them in my traveling, maybe recording the number of light years spent traveling by stream vs normal hyperspace or gate travel.  I don't suppose there's a travel log mod which records your lightyears traveled and how?  If I had to guess in my current games (with imperfect knowledge), less than 10% of my light years traveled are via slipstream (in a useful direction), whereas gate travel is probably around 50% of my light years travelled late game (and can reach 100% gate travel if I've got a gate in my colonies and a gate in a remnant system and I'm farming cores for some reason).  As it is, I don't find myself using the neutrino detector in hyperspace, as simply fully zoomed out and unchained view catches a fair bit.

Also, if you want slipstreams to factor into planning, they should be available via toggle on intel maps just like fuel range, both the main intel map and those which are used when agreeing to missions from contacts.  As it is right now, if you want to see if you know of slip stream in that direction, it's 2-3 key presses every single time to get to the main map when accepting a contract, and it means flipping back and forth between the intel and main maps when plotting a long looping trip.  Essentially, there is a fair bit of UI friction to plotting a trip with slipstreams if you have any sort of mission objectives.

As for colonies to be far from each other, what I would want is a 100% reliable mechanic that works every time and impacts a good fraction of your campaign map time.  Being a fuel depot is one such reason, but it's easy enough to grab a Prometheus.  And once the gateways are open, any gateway system becomes an effective drop off and refuel stop as well.  Slipstreams have to compete against that kind of convenience if they're going to be a serious consideration for colony placement.  They'd have to somehow become superhighways in and of themselves.  Like if you could build a beacon that ensured one of those slip stream generating hyperspace mysteries was waiting outside the system every few months, summoned not unlike a sandworm by a thumper on Dune, then that would turn colonies into a reliable superhighway every few months.  But unless the mechanic has that much of an impact, having all my colonies in one gate system is going to win out.  Or gateways become some kind of negative, but that just means you put them one system over from the gateway.
Title: Re: Hyperspace Topography
Post by: MattyK on October 14, 2022, 08:35:24 AM
This game just gets bigger and bigger all the time, I love it, though I do wish our more outlandish setups (the modded playthroughs) had a bit more headroom in regards to general performance though. At the moment it feels like the biggest hit to your system is going into hyperspace when you have more than 2-3 modded factions.

Tangentially-related, have you found anything to do with those 'hyperspace whirlpools' yet? I could certainly see it as an interesting way to spice up exploration, have them randomly occur on certain star classes (supergiants, black holes and the likes), to add a little bit more intrigue to hyperspace outside the attrition of storms and the chance encounter with a scavenger super-fleet that dearly wants your scrap, willing or not.

Heck, even as a way to throw you into a random system in that constellation would be interesting (or introducing new sources of transverse jump points on the sector map).
Title: Re: Hyperspace Topography
Post by: Alex on October 14, 2022, 09:24:21 AM
Every time I use a slipstream I end up getting ganked by pirates or luddics, so I don't bother any more and I probably won't bother even with this new stuff. Its easy enoughto just cart around enough fuel to get everywhere and credits are meaningless outside the mega early game. Useful for new players? Maybe, or it gets them stuck in deep space since they can't rely on the half fuel indicator.

Hmm. On the one hand, fair enough! On the other hand, where those ambushes are is fairly predictable and it's timed so you have enough time to respond. *And* it's an indicator there may be a base nearby.

I can't speak to sneaky espionage problems caused by enemy fleets running SB but, for my part, the only time I ever toggle double time flow on is when I hit Shift+M4 to activate my transverse jump. By contrast, I use SB all the time.

I'd have no problem with Alex adding an option to change how much the shift key increases time flow but, if my only options were "crawl along at regular speed" or "the entire world zooms about like a crack-addled space monkey," I'd consider that a pretty significant step back from how things stand now.

(Duly noted!)


With all these event things popping up, could you also make events for player actions? For example, if the player consistently saturation bombards faction worlds, they would have events that would send a hit fleet against the player, big fleets defending core worlds that won't chase the player far away and annoying fast scouts that stalks the player (not letting the player be too close or too far away) as they move around the core world. If player colonies uses lots of AI cores in their colonies, they might be contacted by Tri-Tachyon to have some kind of deal behind hegemony's back. Maybe a 'person of interest' meter that rises as the player's kill count increases and they establish colonies where the player's actions get increasingly more weighty (get more rep for the same actions).

Definitely possible! That's really one of the "problems" with these Events - the mechanic can be used for just about anything, so it's going to take some figuring out what it's best for in the specific context of the game.


Alex, I see your reluctance to allow use slipstream as two way highway.
I dont understand why?
 the main problem of current system is, slips are perceived as nuisance more than positive.
in my last game I used slips intentionally for travel about 3 times per whole game walkthru. Other cases I traveled by slips was not intentional disasters, when I needed to load  quick-save again.  (it swallowed me and drag over a half universe)

Once again, you can use emergency burn in a slipstream to get much better control! If one's problem is that a slipstream dragged them "half the universe away", the issue is likely that the game didn't explain this particular interaction (which, in fairness, crops up in various terrain-related situations, so my expectation was that trying this would be reasonably natural), not any inherent issue with slipstreams.

Your suggestion is interesting, but I think it's unnecessary; I think if you play around with them while having a more complete understanding of how they work, you would find them more useful than you have so far. And, hopefully one of the additions here - ways of making slipstreams visible on the map - will help players get a better understanding.

And, finally, even if I wanted to make slipstreams still more useful (which, currently: no), I'm not sure about the "feel" of reversing their direction. That feels like a bit much for the player to be able to do.


As feedback, the ability for colonies to reveal nearby slipstreams is going to be an almost negligible incentive to split colonies up in far flung locations for me.  It's not going to overcome the various game factors which push me towards putting them all in one spot (ease of dropping off colony items and cores, easier defense either via patrols or simply getting back via gate to intercept, building up contacts all in one system over time, distant from core for export profits), especially with the gate network being available mid to late game.  Primary consideration for me these days is there a gate in system or a nearby system, since so much of the campaign map interaction is spent just traveling.  Slipstreams are just too random and unreliable.

Yeah, it definitely wouldn't! This is just one part of the puzzle there, and I wouldn't expect to see all of the pieces in the next release.

Actually, I would hypothesize even with full slipstream information, I still wouldn't end up using them that much.  I should try playing a campaign run through with the entire slipstream network visible at all times, and see how much I take advantage of them in my traveling, maybe recording the number of light years spent traveling by stream vs normal hyperspace or gate travel.  I don't suppose there's a travel log mod which records your lightyears traveled and how?  If I had to guess in my current games (with imperfect knowledge), less than 10% of my light years traveled are via slipstream (in a useful direction), whereas gate travel is probably around 50% of my light years travelled late game (and can reach 100% gate travel if I've got a gate in my colonies and a gate in a remnant system and I'm farming cores for some reason).  As it is, I don't find myself using the neutrino detector in hyperspace, as simply fully zoomed out and unchained view catches a fair bit.

Honestly? If it's at 10% while not having good info on their placement and after 50% from gates, then that's not bad at all.

I'm curious about zooming out and panning around, though; at 1650x1080 and max default zoom, it doesn't even come close to letting you see beyond the radar (which shows all slipstreams in range), let alone the range of the Neutrino Detector - which several times that? It's 10 light-years.

Also, if you want slipstreams to factor into planning, they should be available via toggle on intel maps just like fuel range, both the main intel map and those which are used when agreeing to missions from contacts.  As it is right now, if you want to see if you know of slip stream in that direction, it's 2-3 key presses every single time to get to the main map when accepting a contract, and it means flipping back and forth between the intel and main maps when plotting a long looping trip.  Essentially, there is a fair bit of UI friction to plotting a trip with slipstreams if you have any sort of mission objectives.

That's a good point, let me make a note to take a look.

Like if you could build a beacon that ensured one of those slip stream generating hyperspace mysteries was waiting outside the system every few months, summoned not unlike a sandworm by a thumper on Dune

(Funny, I have a "random neat idea" note about this exact thing, though as an ability rather than a colony building. A building (or an item) might be more appropriate, hmm.)

This game just gets bigger and bigger all the time, I love it, though I do wish our more outlandish setups (the modded playthroughs) had a bit more headroom in regards to general performance though. At the moment it feels like the biggest hit to your system is going into hyperspace when you have more than 2-3 modded factions.

You're not running a mod that increases Sector size, are you? A few modded factions should not have that kind of impact on hyperspace performance - hardly any, really - unless they're doing something inadvisable. Or if you're running a mod that increases the zoom-out distance, that would not be good for the framerate in hyperspace especially.

Tangentially-related, have you found anything to do with those 'hyperspace whirlpools' yet? I could certainly see it as an interesting way to spice up exploration, have them randomly occur on certain star classes (supergiants, black holes and the likes), to add a little bit more intrigue to hyperspace outside the attrition of storms and the chance encounter with a scavenger super-fleet that dearly wants your scrap, willing or not.

Heck, even as a way to throw you into a random system in that constellation would be interesting (or introducing new sources of transverse jump points on the sector map).

Well, I have found something to do with them - eliminate the bug that caused them! :D (Thanks to Thaago for providing an especially-handy vanilla save so this could finally happen.) More seriously, though, they look awful, so it's not something I'd want to actually use for anything. And making something like that look good would be like a weeks-long effort and might even be better off done from scratch without reusing the slipstream stuff...
Title: Re: Hyperspace Topography
Post by: Gothars on October 14, 2022, 09:47:22 AM
I hadn't really thought about it, hmm. The main problem with exploration XP - especially for this - is that exploration is mostly linear, while XP required to level up is extremely not. So that just makes finding meaningful XP values for exploration things difficult.

If you only benefit from the XP in early game, that seem OK, too - after all it's way more challenging to discover stuff with you early game frigat than your late game exploration fleet.

After reading this, the first thing that came to my mind is the potential new Crew/Marines/Pilots experience system separate from the Trading/Inventory system, which from my understanding being coupled to it was the main drawback of the earlier EXP system.
... oh! Oh. That's very interesting. The main problem with crew XP was just the *enormous* hassle of keeping track of multiple crew types, anywhere crew is used. So yeah, this could potentially abstract away from that, but then it's basically just "an additional bonus/parallel XP bar" which... it could be interesting, depending on what the contributing factors are and what the incentives are and so on. Larger topic and I haven't really thought it through, but: neat idea, thank you for bringing it up!

This idea could finally be a great way to make you want to keep your poor crew alive: loosing crew should also subtract from the crew XP bar. You might be easily replacing warm bodies, but not their experience!

One niche (but nice for world building) effect of experienced crew might be that they are loyal and can keep their mouths shut when on shore leave: your "transponder off" combat encounters have less influence on faction relations. Your smuggling suspicion doesn't increase as fast. New bar encounters are possible. They go on longer without pay.

I'm against combat bonuses from crew, I think there are more than enough factors that influence your combat stats.



A large part of the fun, though, is also what you're actually doing. Sneaking around in a star system full of Redacted and picking it clean without getting in trouble is already fun, regardless of any second-to-second fun from just the movement system itself. Fundamentally, I think you need gameplay with risk and reward and so on - the movement system taken in isolation being fun is great, but I think that's kind of parallel enhancer to the other stuff needed to make it fun, not a requirement or a solution for it being fun/not fun, if you know what I mean? It's part of why slipstreams cut down on fuel use so much; "using fuel" is the fundamental cost of going through hyperspace and "doing it well" seems like it should involve reducing the fuel cost.

Yeah, I hear you. Then again, as long as long stretches were "nothing happens" exist, the movement system will have to stand on its own on a regular basis. The worst emptiness-offender is not even hyperspace though, but big empty systems. Some interesting movement could be applied here too: Raising a solar sail (ability) near the sun to be blown into the system fringe (aka "make your own pulsar but without the hurt")? Using a planet's gravity well to slingshot yourself through the system? Maybe a jump points acts like a pinball bumper if you don't go trough?

Title: Re: Hyperspace Topography
Post by: gG_pilot on October 15, 2022, 03:30:22 AM
I see your reluctance to allow use slipstream as two way highway.
I dont understand why?
 the main problem of current system is, slips are perceived as nuisance more than positive.
Could you, at least,  make this:   use the item Hyperspace Topology data  for  changing slip orientation ?
e.i. when you are in the stream and use the item Hyperspace Topology data item, then  slip changes the flow.
in my last game I used slips intentionally for travel about 3 times per whole game walkthru.

Your suggestion is interesting, but I think it's unnecessary; I think if you play around with them while having a more complete understanding of how they work, you would find them more useful than you have so far. And, hopefully one of the additions here - ways of making slipstreams visible on the map - will help players get a better understanding.

And, finally, even if I wanted to make slipstreams still more useful (which, currently: no), I'm not sure about the "feel" of reversing their direction. That feels like a bit much for the player to be able to do.
Consume an item "feels like a bit much for the player to be able to do"  ? WHAT  ? Please, count the number of keyes which player MUST control at one moment in battle, it is about 20! Well, an average earthling has only 10 fingers. Then you say that consume one rare item is too much ?

Perhaps make an in-game metric system which measure and send back to  dev data about  usage of features could bring light into  area. Perhaps simple measure of lenght_travel_in_slip, lenght travel in hyper cload, lenght travel in dark mode,  lenght_travel_with_Shift_pressed could give developer an idea how the game is actually played. Current hyper_space travel is not fun, and incoming features are not going to change it. Just saying.

Also, make a metric how many keyes and how often are pressed in combat could bring some QOL improvements.
Title: Re: Hyperspace Topography
Post by: FelixG on October 15, 2022, 04:17:13 AM
I am also of the opinion that as it stands, the slipstreams are next to never useful, and more of an annoyance than anything else. I can count the number of times they have actually been helpful or interesting on one hand, rather than all of the other times of "Oh great, gotta burn more fuel with an E-burn to avoid this annoyance yet again."

Personally, I also think they should be a two way street, depending on the angle at which you enter them from. I am fine with E-burn being needed to escape one for the most part, but most of the time when they spawn they are an active hinderance. Making them actually useful depending on your angle of entrance would give a reason to build those colonies.

The new colonies would actually let you find something of benefit, rather than just find a way to avoid an annoyance again and again.
Title: Re: Hyperspace Topography
Post by: smithney on October 15, 2022, 06:12:56 AM
I think the voices saying slipstreams are almost never useful should reread Alex's previous blog post on them (https://fractalsoftworks.com/2021/09/24/of-slipstreams-and-sensor-ghosts/). Personally I feel like a lot of the frustration comes from the fact that their usefulness is very polarizing at first glance and the path to learn using them isn't very clear. There's no indicator that using Emergency Burn might help a lot with dealing with them, even then a lot of players would be reluctant to use something labeled 'Emergency' so promiscuously. Neutrino Detector is another tool that could help, but it's an ability that feels too gimmicky to even bother learning how to use, let alone to spend Volatiles on. Knowing which direction the streams flow is also mostly pointless; it's not a factor to count in when picking up missions or bounties. Finally, I doubt most people are even capable of learning the slipstream patterns. The only obvious one is the one with the big circular stream. Other patterns seem too random to recognize from up close.

Regarding the last point, getting "weather reports" of the slipstream situation where the player's headed might make players get more comfortable with them. If I were to summarize my view of slipstreams, they are too frustrating to the unfamiliar, but not reliably beneficial to be worth learning. The upcoming update might change the situation, so I'm curious how it pans out.

Perhaps make an in-game metric system which measure and send back to  dev data about  usage of features could bring light into  area. Perhaps simple measure of lenght_travel_in_slip, lenght travel in hyper cload, lenght travel in dark mode,  lenght_travel_with_Shift_pressed could give developer an idea how the game is actually played. Current hyper_space travel is not fun, and incoming features are not going to change it. Just saying.

Also, make a metric how many keyes and how often are pressed in combat could bring some QOL improvements.
Well, yes it could. It would also need resources I think are pretty much out of scope. Don't forget we're talking about a very indie game that likely won't be getting any significant updates post-release, not an MMO. Do you really think developing a script like this is worth the effort?
Title: Re: Hyperspace Topography
Post by: Doctorhealsgood on October 15, 2022, 07:34:25 AM
I just remembered but hyperspace slipstreams have a roughly predictable cycle on what times you can find them on a cardinal direction yes? Would it be possible to add this information to either intel or UI? It's a very wide and predictable estimate so it might fit nicely on one of the earlier stages of the topography event.
Talking about topography would it be possible to make deep hyperspace a bit more noticeable on the minimap thing? Sometimes i feel like it blends a bit too well with everything else.
Title: Re: Hyperspace Topography
Post by: intrinsic_parity on October 15, 2022, 08:29:35 AM
I like the general direction of these additions, but I do feel like this kinda steps on the toes of the skill system. It sort of brings into question why a lot of benefits are given through the skill system and not through this system. I think there's definitely a place for both the skill tree and the event stuff, but I would like it if there was more of an explicit philosophy behind why effects are put in one vs the other.

To me it feels like 'QOL' type stuff, and small numerical benefits make sense for the event system, while skills could be more about big run-altering stuff. I like that the event system lets you get the all QOL stuff you want which I think is valuable.
Title: Re: Hyperspace Topography
Post by: Alex on October 15, 2022, 09:00:24 AM
If you only benefit from the XP in early game, that seem OK, too - after all it's way more challenging to discover stuff with you early game frigat than your late game exploration fleet.

Hmm, yeah.

This idea could finally be a great way to make you want to keep your poor crew alive: loosing crew should also subtract from the crew XP bar. You might be easily replacing warm bodies, but not their experience!

One niche (but nice for world building) effect of experienced crew might be that they are loyal and can keep their mouths shut when on shore leave: your "transponder off" combat encounters have less influence on faction relations. Your smuggling suspicion doesn't increase as fast. New bar encounters are possible. They go on longer without pay.

I'm against combat bonuses from crew, I think there are more than enough factors that influence your combat stats.

Yeah, I could see that. The only thing there is that *if* I was going to bring crew XP back in some way then I'd kind of like to tie it to ships, to give them more history/personality/etc; that seems like a high-impact thing feel-wise, regardless of how minor the bonuses might be.


Yeah, I hear you. Then again, as long as long stretches were "nothing happens" exist, the movement system will have to stand on its own on a regular basis. The worst emptiness-offender is not even hyperspace though, but big empty systems. Some interesting movement could be applied here too: Raising a solar sail (ability) near the sun to be blown into the system fringe (aka "make your own pulsar but without the hurt")? Using a planet's gravity well to slingshot yourself through the system? Maybe a jump points acts like a pinball bumper if you don't go trough?

Ah! But you don't *know* that big empty system is actually empty, I think that's pretty big.

On the other hand, a solar sail and a gravity slingshot both sound like fun things! Like, a lot of fun. Hmm. Both could be initiated by interacting with the star/planet, even (so: no ability slot), though that'd break the movement flow.


Consume an item "feels like a bit much for the player to be able to do"  ?

I meant in the "reversing the direction of a 40-light-year-slipstream is more than it seems like the player character, in-fiction, would be able to casually do" sense.


Knowing which direction the streams flow is also mostly pointless; it's not a factor to count in when picking up missions or bounties.

(Personally, I find myself doing a few things that needed doing in the core systems if that might help "line up" the slipstreams with my current objectives. Though, yeah, whether you can do that depends on the timing of the missions you have. But if the goal is "check out this medium-danger system I spotted on the way back from the previous exploration trip"? Then yeah, sure.)


I just remembered but hyperspace slipstreams have a roughly predictable cycle on what times you can find them on a cardinal direction yes? Would it be possible to add this information to either intel or UI? It's a very wide and predictable estimate so it might fit nicely on one of the earlier stages of the topography event.

It's "going right in the first half of the year, left in the second, and dissipating in the 6th and 12th months". And, hmm, that's an interesting idea, I'll make a note. The slipstream tooltip touches in it but doesn't actually explain the specific directions, just that it's a yearly cycle.

Talking about topography would it be possible to make deep hyperspace a bit more noticeable on the minimap thing? Sometimes i feel like it blends a bit too well with everything else.

This hasn't been my impression - especially since it's animated - but I'll keep an eye on it!


I like the general direction of these additions, but I do feel like this kinda steps on the toes of the skill system. It sort of brings into question why a lot of benefits are given through the skill system and not through this system. I think there's definitely a place for both the skill tree and the event stuff, but I would like it if there was more of an explicit philosophy behind why effects are put in one vs the other.

To me it feels like 'QOL' type stuff, and small numerical benefits make sense for the event system, while skills could be more about big run-altering stuff. I like that the event system lets you get the all QOL stuff you want which I think is valuable.

That's an interesting topic! And exactly the sort of thing that makes it good to experiment with the system to learn more about applying it.

Here, I think the main distinction is "stuff I'd like everyone to have" goes into events, where other stuff goes into skills, though I'm not sure I'd want to stick to that too closely. I think it's a pretty common thing in RPGs that doing some stuff will get you permanent bonuses, of a similar nature to what you get from skills, I think?

(Re: QoL stuff, I think there's a tendency to paint label with a very, very broad brush regarding some of the skills, undervaluing the indirect combat value of those kinds of skills just because they don't make the obvious numbers go up.,,)
Title: Re: Hyperspace Topography
Post by: Hiruma Kai on October 15, 2022, 09:42:31 AM
Actually, I would hypothesize even with full slipstream information, I still wouldn't end up using them that much.  I should try playing a campaign run through with the entire slipstream network visible at all times, and see how much I take advantage of them in my traveling, maybe recording the number of light years spent traveling by stream vs normal hyperspace or gate travel.  I don't suppose there's a travel log mod which records your lightyears traveled and how?  If I had to guess in my current games (with imperfect knowledge), less than 10% of my light years traveled are via slipstream (in a useful direction), whereas gate travel is probably around 50% of my light years travelled late game (and can reach 100% gate travel if I've got a gate in my colonies and a gate in a remnant system and I'm farming cores for some reason).  As it is, I don't find myself using the neutrino detector in hyperspace, as simply fully zoomed out and unchained view catches a fair bit.

Honestly? If it's at 10% while not having good info on their placement and after 50% from gates, then that's not bad at all.

I really need to take notes on a run through some time to get a hard number on that as 10% is really a guess based on vague memories.  Like, did I use one roughly one in ten trips?  It's certainly more than one in hundred, but maybe it's only one in twenty really? Probably writing a personal odometer mod that just records light years traveled normally, in slipstreams, or distance traveled by gate (assuming the right API hooks exist?) is less effort than note taking and estimating. Hmm.

Although, I guess you are kind of doing that with your topography progress tracker in the next release anyways?  I don't suppose you would be willing to add a light years traveled option to the historian graphs?  Or maybe just an odometer readout to the Hyperspace Topography progress tracker itself (You've traveled X light years in hyperspace, Y of them at burn higher than 20).

I'm curious about zooming out and panning around, though; at 1650x1080 and max default zoom, it doesn't even come close to letting you see beyond the radar (which shows all slipstreams in range), let alone the range of the Neutrino Detector - which several times that? It's 10 light-years.

That was a misstatement by me without the game in front of me.  Sorry for the confusion.  Apparently, I was conflating information I get while traveling between the radar and the panning.  You're right, with my 2560x1440 resolution, the upper right of my screen does not quite reach the edge of radar range (close though), but that means it's far off from radar range up and down.  So that puts panning at something like almost 3 light years on diagonal (from center), ~2.4 light years left and right, ~1.3 light years up and down.  The radar is more useful in that regard, going out a full 3 light years in all directions.

To clarify the more useful part of the comment, the farther the slipstream is from my fleet and running parallel or away, the less likely it is to be useful.  If it is going towards my destination, it's going to eventually come into the 3 light year radar cone in front of my travel direction, and I'll pick it up the slipstream a portion of the way then, if it makes sense to do so.  For me, running neutrino detector in hyperspace is almost never worth it given the ratio of payoff to hassle.  And the game is designed such that you don't need slipstreams in the first place, so it's safe to ignore as well (also - please don't change that fact. :) ).

Admittedly, the single volatile cost per day is pretty low for a late game low tech fleet burning 160 fuel per day (250 vs 4000?), but it does mean hitting a location that can refill volatiles regularly, which I point out waystations don't stock (perhaps they should if they're intended as exploration extenders with size 3 colonies scattered about?), so keeping topped up on volatiles adds a bit of shopping overhead, along with supplies and fuel in the late game.  Or put another way, supplies and fuel are basically everywhere, volatiles are not.

I'll note, even if you do save a bit of fuel with the detour through a distant slipstream, you are often taking longer in terms of time (both real and in game).  Although I suppose another 50% factor of fuel reduction (25% effective fuel costs?) will help.

To make those statements a bit more concrete, I'll create an example.  With the current build, I just created a new new game, dev mode on, dev sensors on so I can see all slipstreams, with perfect knowledge.  In this situation it's still unclear if traveling 7-10 light years out of the way (the range of the neutrino detector) is actually useful.

I attach a png for this new game's map.  Let's assume I want to go to Alpha Tempest from Askonia, a 26 light year trip due east, over slightly half the length from the core to the edge of the sector, which should make using slipstreams more worthwhile (traveling 10 lightyears out of the way to catch a slipstream to get a destination only 10 light years away is never worth it).  Let's assume I know the slipstreams are mostly west to east travel at this time, so the fact there's the start of slipstream 7 light years south means there is at least the possibility the slip stream is heading roughly in the right direction.  But there's no guarantee there is a convenient crossing stream that happens to get to the exact destination.  But let's say I take the gamble and head south for the East traveling stream.

It turns out, with a dram at base burn 10 (20 sustained), travel by slipstream one way takes 15.25 days, 19 fuel and 3 supplies.  Flying directly on autopilot either there or back takes 13 days, 25 fuel and ~7 supplies.  Even in a perfect knowledge situation, and a slipstream with an endpoint on my destination, it is unclear in this case that the slipstream option is better.  Estimate 2 days in system to do the exploration scan, then head back.  Assuming you are chaining contracts, 2 days saved out of 30 on a 50,000 credit contract is roughly 3,333 credits since you can grab the next one and go, compared to the slipstream savings of 550 credits.  So for a Dram exploration start knowing the slipstream is there 7 light years away does me no good.  Neutrino detector usage in this case isn't worth it.

If I were instead heading for the blue giant in the bottom right corner, I'd eventually see the slipstream with my radar around the halfway point due to how I approach blocking slips streams, which in this would have me head south slightly to enter and cross, but I'd see the direct stream at that point, at which point I'll hop on.  In that case using neutrino detector to find the slipstream earlier saves 2 days (16 vs 18 days), 8 fuel (20 vs 28), and 7 supplies (2 vs 9).  So it is potentially worth it in optimal situations streams roughly half the length of the sector going directly to your destination.  Which doesn't actually happen all that often.

Now this isn't a full combat fleet that gets slowed significantly by deep hyperspace, and it's at the low end fuel usage, which is why I need more data from an actual play through with note taking.  But just because you can detect a slip stream out a farther distance doesn't actually make the slipstream useful, and the probability of it being useful is goes down with its distance as the cost to use it goes up in time and fuel.

As a side note, while doing this testing, I'm suddenly wishing for a on map waypoint option that just tells me the distance between two points instead of counting squares and doing a bit of a^2 + b^2 = c^2 in my head (or calculator on my phone).  Again, just to make planning easier.  Having the waypoint calculation which is show when you're flying around, but on the map, and between two arbitrary points (so telling you expected time and fuel usage) would be amazing for planning long routes. Or even doing multiple waypoints on the map even if they don't get saved for travel, but just giving a player an idea of how much fuel they'll spend, might reduce new players getting stranded, or an idea of how many logistics ships they need to buy.  The fuel range overlay is good, but is less handy for multiple waypoint runs.


Yeah, I hear you. Then again, as long as long stretches were "nothing happens" exist, the movement system will have to stand on its own on a regular basis. The worst emptiness-offender is not even hyperspace though, but big empty systems. Some interesting movement could be applied here too: Raising a solar sail (ability) near the sun to be blown into the system fringe (aka "make your own pulsar but without the hurt")? Using a planet's gravity well to slingshot yourself through the system? Maybe a jump points acts like a pinball bumper if you don't go trough?

Ah! But you don't *know* that big empty system is actually empty, I think that's pretty big.

On the other hand, a solar sail and a gravity slingshot both sound like fun things! Like, a lot of fun. Hmm. Both could be initiated by interacting with the star/planet, even (so: no ability slot), though that'd break the movement flow.

I'd think you want an ability slot, but potentially an alternative movement mode button, akin to dark or sustained burn, because you need to maintain inertia afterwards.  Gravity Slingshot or Interial Dampers Off or something.  You turn it on, and now your fleet burns normally plus picks up acceleration towards nearby masses, and maintains inertia much better.  So as it approaches the planet it accelerates faster and faster, and then off you go as you pass over.   If you make the acceleration proportional to the planet's mass, it could make gas giants natural objectives for fast travel - or even across the sun at the cost of some supplies due to the corona.  Could lead to some crazy chases if the AI understands how to use it.

[attachment deleted by admin]
Title: Re: Hyperspace Topography
Post by: Wyvern on October 15, 2022, 09:53:36 AM
Could lead to some crazy chases if the AI understands how to use it.
I am firmly against anything that would allow AI fleets to come zipping in from out of sensor range even faster than they can with Sustained Burn.

That said, in the context of a specific "race around the system" type mission, allowing the AI access to this sort of thing could be pretty neat.
Title: Re: Hyperspace Topography
Post by: Candesce on October 15, 2022, 10:12:02 AM
(Personally, I find myself doing a few things that needed doing in the core systems if that might help "line up" the slipstreams with my current objectives. Though, yeah, whether you can do that depends on the timing of the missions you have. But if the goal is "check out this medium-danger system I spotted on the way back from the previous exploration trip"? Then yeah, sure.)
This is pretty much what I do, usually - I'll look to see which way the slipstreams will be going, and then pick up exploration, survey, etc. missions in that direction, and then fart around in the Core a bit looking for extra missions in that direction while waiting for the streams to shift if they're going to.

Certainly if I'm going to go look for hypershunts and bulk surveys to find a system to set up colonies in, I'm gonna try and time it so that I can take slipstreams out, explore for a few months, and then take the slipstreams back.
Quote
It's "going right in the first half of the year, left in the second, and dissipating in the 6th and 12th months". And, hmm, that's an interesting idea, I'll make a note. The slipstream tooltip touches in it but doesn't actually explain the specific directions, just that it's a yearly cycle.
It might help to have an "event" pop up when the slipstreams start dissipating twice a year, the way faction hostilities work? That shouldn't take up much space, and it calls attention the way an out-of-the-way note on the Intel screen won't.

Admittedly, the single volatile cost per day is pretty low for a late game low tech fleet burning 160 fuel per day (250 vs 4000?), but it does mean hitting a location that can refill volatiles regularly, which I point out waystations don't stock (perhaps they should if they're intended as exploration extenders with size 3 colonies scattered about?), so keeping topped up on volatiles adds a bit of shopping overhead, along with supplies and fuel in the late game.  Or put another way, supplies and fuel are basically everywhere, volatiles are not.
Transplutonics aren't, either, and those can be pretty useful too.

That said? Derelicts can drop both of those things, and do pretty often. If you're actually spending a lot of time out on the rim, you're probably collecting both of those faster than you use them - especially since probes and the like are a great source of fuel and supplies already.
Title: Re: Hyperspace Topography
Post by: smithney on October 15, 2022, 11:34:09 AM
(Personally, I find myself doing a few things that needed doing in the core systems if that might help "line up" the slipstreams with my current objectives. Though, yeah, whether you can do that depends on the timing of the missions you have. But if the goal is "check out this medium-danger system I spotted on the way back from the previous exploration trip"? Then yeah, sure.)
This is pretty much what I do, usually - I'll look to see which way the slipstreams will be going, and then pick up exploration, survey, etc. missions in that direction, and then fart around in the Core a bit looking for extra missions in that direction while waiting for the streams to shift if they're going to.

Certainly if I'm going to go look for hypershunts and bulk surveys to find a system to set up colonies in, I'm gonna try and time it so that I can take slipstreams out, explore for a few months, and then take the slipstreams back.
Interesting. I've personally thought of slipstreams as an obstacle first and I've been fine with it. But seeing this advice makes me wonder if there's something to them I missed by being too bull-headed with my exploration customs. In any case, if there's a logic that makes slipstreams significantly more useful by changing one's exploration behavior then I don't think it's been well communicated. To repeat myself, this might pan out differently with the updates. Anyway thanks for the tips ^^
Title: Re: Hyperspace Topography
Post by: woodsmoke on October 16, 2022, 11:44:27 AM
(Personally, I find myself doing a few things that needed doing in the core systems if that might help "line up" the slipstreams with my current objectives. Though, yeah, whether you can do that depends on the timing of the missions you have. But if the goal is "check out this medium-danger system I spotted on the way back from the previous exploration trip"? Then yeah, sure.)
This is pretty much what I do, usually - I'll look to see which way the slipstreams will be going, and then pick up exploration, survey, etc. missions in that direction, and then fart around in the Core a bit looking for extra missions in that direction while waiting for the streams to shift if they're going to.

Certainly if I'm going to go look for hypershunts and bulk surveys to find a system to set up colonies in, I'm gonna try and time it so that I can take slipstreams out, explore for a few months, and then take the slipstreams back.

I do the same - hell, I've been clustering my exploration missions to ~1/4 of the sector since surveying was first introduced back in... .07, was it? It just makes logistical sense to do so; spread 'em out too far and you probably won't have time to complete 'em all before the timer(s) runs out.

I've honestly been surprised by the number of people expressing frustration with slipstreams here. IME, as long as you understand their regular pattern (flowing right Jan-Jun, flowing left Jul-Dec) and plan around it, they're mildly irritating at worst, incredibly helpful at best.

Though I do think Hiruma Kai's suggestion of making volatiles more widely available is a good one. I essentially never use the neutrino detector simply because I never bother to travel with a stock of volatiles and, once I've already left the Core, going back to one of the particular markets wot sells 'em is more trouble than it's worth.
Title: Re: Hyperspace Topography
Post by: BCS on October 16, 2022, 11:54:23 AM
RE: Volatiles, you could put them in Supply Caches instead of or in addition to the Transplutonics.
Title: Re: Hyperspace Topography
Post by: Gothars on October 16, 2022, 03:42:35 PM
This idea could finally be a great way to make you want to keep your poor crew alive: loosing crew should also subtract from the crew XP bar. You might be easily replacing warm bodies, but not their experience!

One niche (but nice for world building) effect of experienced crew might be that they are loyal and can keep their mouths shut when on shore leave: your "transponder off" combat encounters have less influence on faction relations. Your smuggling suspicion doesn't increase as fast. New bar encounters are possible. They go on longer without pay.

I'm against combat bonuses from crew, I think there are more than enough factors that influence your combat stats.

Yeah, I could see that. The only thing there is that *if* I was going to bring crew XP back in some way then I'd kind of like to tie it to ships, to give them more history/personality/etc; that seems like a high-impact thing feel-wise, regardless of how minor the bonuses might be.

Ok, hear me our. *waives hands excitedly*

Ship experience/veterancy/personality comes in form of special hullmods. They can be only picked up at certain "random" moments, which would be

- event triggered, e.g. suffering heavy losses, making in-flight refits, getting close to a black hole...
- but not reliably so, there's just a small chance for any given trigger
- overall very rare, maybe with a hidden timer after one event
- not mandatory, you can refuse to install them
- more flavorful than other hullmods, more side-grades than straight upgrades
- an, to tie it in with a crew Event system: the best of these special hullmod events only pop up if you have experienced crew
- Over a long time, a ship might even accumulate several of these hullmods, really making it unique

Some examples:

Spoiler
Forged in Blood
The recent, traumatic battle has forged an unspoken brotherhood between the surviving crewmembers of the ISS Derringer. They ask permission to paint their hull blood red. This will set the ship behavior to reckless and increase weapon damage by 10%. Will you grant permission?
[close]

Spoiler
Out through the backdoor
After almost losing core containment during the last fight, the chief engineer of the ISS Brazen had to come up with a rather creative solution. The flux vents are now connected through to the engine, increasing forward speed by 50% during active venting - but flaming out the ship when the flux bar is full. The changes could still be reversed - will you allow the engineer to make them permanent?
[close]

Spoiler
They have seen the light
After some of the external shutters failed to close, the recent dip into a solar corona has left a permanent impression on the crew of the ISS Reinhold - or rather, on their retinas. Their auto-firing accuracy has dropped by 50%, but they have taken it upon themselves to install and maintain, in their own time, almost religiously, a solar shielding variant that is twice as effective as the normal one. You could order your surgeons to replace the blinded eyes against their owners will, but that would surely rob them of the will to maintain their hull modifications. Will you let the current condition persist?
[close]


Using hullmods seems both simple to understand for the player and gives a lot of storytelling opportunities. I can't think of a more straightforward alternative, at least.

As a side note, tying certain hullmods to a minimum crew experience level might work for some normal, non event-related hullmods, too.


On the other hand, a solar sail and a gravity slingshot both sound like fun things! Like, a lot of fun. Hmm. Both could be initiated by interacting with the star/planet, even (so: no ability slot), though that'd break the movement flow.

As the S key slows you down, the W key seems a good choice to make you go fast. Could call it gravity sail.

Title: Re: Hyperspace Topography
Post by: Sly on October 17, 2022, 01:56:29 PM
"Spend enough time out there and it becomes second nature. Not all of us 'get it'. Lots do."

I don't have any issue with the present system, so this was a pleasant surprise. I think, like other long-time players, the vast majority of my playthroughs are spent outside the core worlds. So, you either learn how it works, or you end up on the drift, begging.

In my experience, for the most part, if you take a combination of getting lucky and plan ahead, you can even make 'short' work of a round trip through the Persean Sector, thanks to slipstreams. If you're really anal about it, you can time a departure to coincide with a change in direction of the slipstreams, but I've never felt that was necessary (only in hindsight, and only grudgingly). They're really good, up until you've got your [REDACTED] that makes travel quick and easy.

The early game teaches you the opposite of what you need to know in the late game: deep hyperspace is bad, and storms are really bad. Small fleets don't need to worry about storms, because deep hyperspace has little to no effect on them, and storm strikes are tickles. Storms are also easily evaded even in deep hyperspace, if you're careful. So it's easy to slip unmolested through even moderate strength hyperspace 'hurricanes'. So, when your fleet gets big and all of that is flipped on its head, new players might be left scratching their heads that their bee-line to the map dorito has become expensive. And their fleet feels large and very unwieldy.

I never read anyone talk about this, but hyperspace is just a big organic map, same as you might find on any planet. Deep hyperspace is like steep hills, and hyperspace storms are the cliffs - you just so happen to be able to climb and throw yourself from them to make big gains. You have natural arteries that lead almost everywhere on the map (that you can see), and smaller veins that branch off from them (that you can rarely see). Half the fun of it is just "charting hyperspace" and figuring out where all the large and small lanes lead. You can't always avoid deep hyperspace, I'll admit, but it doesn't take long to traverse in those cases. Slipstreams naturally throw all that out the window, but they're happy exceptions, IMO.

It's already been said, but I suppose the game should teach new players more about these things, and Hyperspace Topography should help somewhat with that. Otherwise they'll just have to learn the hard way.
Title: Re: Hyperspace Topography
Post by: BCS on October 18, 2022, 05:39:41 AM
You have natural arteries that lead almost everywhere on the map (that you can see), and smaller veins that branch off from them (that you can rarely see).

Yeah, there are definitely "corridors" of regular Hyperspace that are never marked on the main map. Maybe nearby colonies could show these as well like they will do with Slipstreams?
Title: Re: Hyperspace Topography
Post by: Alex on October 18, 2022, 09:03:25 AM
Wanted to add a few assorted replies; can't quite respond to everything (apologies!), though I've read everything so far :)

Good points re: availability of Volatiles (and Transplutonics, which are needed for e.g. building a sensor array); made a note to make Waystations stock these and I'll look at sprinkling a bit of volatiles as random salvage.

And, it's great to hear some other people are also using slipstreams in much the way I do!

I don't suppose you would be willing to add a light years traveled option to the historian graphs?  Or maybe just an odometer readout to the Hyperspace Topography progress tracker itself (You've traveled X light years in hyperspace, Y of them at burn higher than 20).

Ah, most likely not - it's interesting, but also extremely low priority given the bunch of stuff I've got to do.

I'll note, even if you do save a bit of fuel with the detour through a distant slipstream, you are often taking longer in terms of time (both real and in game).  Although I suppose another 50% factor of fuel reduction (25% effective fuel costs?) will help.

If you're going at burn 40, it'd be 12.5% effective fuel costs. *Right now*, without the change, it's 25%.

It turns out, with a dram at base burn 10 (20 sustained), travel by slipstream one way takes 15.25 days, 19 fuel and 3 supplies.  Flying directly on autopilot either there or back takes 13 days, 25 fuel and ~7 supplies.  Even in a perfect knowledge situation, and a slipstream with an endpoint on my destination, it is unclear in this case that the slipstream option is better.  Estimate 2 days in system to do the exploration scan, then head back.  Assuming you are chaining contracts, 2 days saved out of 30 on a 50,000 credit contract is roughly 3,333 credits since you can grab the next one and go, compared to the slipstream savings of 550 credits.  So for a Dram exploration start knowing the slipstream is there 7 light years away does me no good.  Neutrino detector usage in this case isn't worth it.

I'm not sure how it'd be more supplies for direct travel which takes less days. Honestly, though? That it's at all competitive for the case of a Dram seems like a good sign. That's a pretty degenerate use case and it'll only be better for larger fleets with less relative fuel capacity.


I'd think you want an ability slot, but potentially an alternative movement mode button, akin to dark or sustained burn, because you need to maintain inertia afterwards.  Gravity Slingshot or Interial Dampers Off or something.  You turn it on, and now your fleet burns normally plus picks up acceleration towards nearby masses, and maintains inertia much better.  So as it approaches the planet it accelerates faster and faster, and then off you go as you pass over.   If you make the acceleration proportional to the planet's mass, it could make gas giants natural objectives for fast travel - or even across the sun at the cost of some supplies due to the corona.  Could lead to some crazy chases if the AI understands how to use it.

Possibly, possibly - figuring out just how to hack work with the current movement to have it be good will be much of the trick. The AI's never going to do it (intentionally) or be good with it, though; that's way too much for the campaign-level fleet AI to handle.


Ok, hear me our. *waives hands excitedly*

Spoiler

Ship experience/veterancy/personality comes in form of special hullmods. They can be only picked up at certain "random" moments, which would be

- event triggered, e.g. suffering heavy losses, making in-flight refits, getting close to a black hole...
- but not reliably so, there's just a small chance for any given trigger
- overall very rare, maybe with a hidden timer after one event
- not mandatory, you can refuse to install them
- more flavorful than other hullmods, more side-grades than straight upgrades
- an, to tie it in with a crew Event system: the best of these special hullmod events only pop up if you have experienced crew
- Over a long time, a ship might even accumulate several of these hullmods, really making it unique

Some examples:

Spoiler
Forged in Blood
The recent, traumatic battle has forged an unspoken brotherhood between the surviving crewmembers of the ISS Derringer. They ask permission to paint their hull blood red. This will set the ship behavior to reckless and increase weapon damage by 10%. Will you grant permission?
[close]

Spoiler
Out through the backdoor
After almost losing core containment during the last fight, the chief engineer of the ISS Brazen had to come up with a rather creative solution. The flux vents are now connected through to the engine, increasing forward speed by 50% during active venting - but flaming out the ship when the flux bar is full. The changes could still be reversed - will you allow the engineer to make them permanent?
[close]

Spoiler
They have seen the light
After some of the external shutters failed to close, the recent dip into a solar corona has left a permanent impression on the crew of the ISS Reinhold - or rather, on their retinas. Their auto-firing accuracy has dropped by 50%, but they have taken it upon themselves to install and maintain, in their own time, almost religiously, a solar shielding variant that is twice as effective as the normal one. You could order your surgeons to replace the blinded eyes against their owners will, but that would surely rob them of the will to maintain their hull modifications. Will you let the current condition persist?
[close]


Using hullmods seems both simple to understand for the player and gives a lot of storytelling opportunities. I can't think of a more straightforward alternative, at least.
[close]

A bit over-the-top, perhaps, but neat! Hmm. I've been kicking around (without any serious intent to do it, just as a very-maybe) the idea of using s-mods for this sort of thing, where they'd gain an extra effect which would then improve with the ship gaining experience. Similar general idea, I think. And, yeah, using hullmods to explain this is very *thumbs up*.

I don't think a crew-experience "event" really brings much to the table at that point, though.

As a side note, tying certain hullmods to a minimum crew experience level might work for some normal, non event-related hullmods, too.

I get what you're saying here, but it feels more like "trying to give the crew experience event a reason to exist" rather than "the crew experience event solving an existing design problem", if you know what I mean.


As the S key slows you down, the W key seems a good choice to make you go fast. Could call it gravity sail.

That would make sense, wouldn't it! And the immediacy of that - even compared to an ability toggle - is nice, feel-wise. It might feel weird if AI fleets didn't do it then, though; with the ability you could handwave it as being something the player has learned etc, and have it be unlocked with a mission... hmm.


Yeah, there are definitely "corridors" of regular Hyperspace that are never marked on the main map. Maybe nearby colonies could show these as well like they will do with Slipstreams?

(A large part of that is an implementation issue - hyperspace is kind of a specialized nebula, and showing enough detail to be able to see the smaller corridors makes the map chug.)
Title: Re: Hyperspace Topography
Post by: gG_pilot on October 18, 2022, 09:26:56 AM
Ship experience/veterancy/personality comes in form of special hullmods. They can be only picked up at certain "random" moments, which would be
There  are several topics about skills and S.mode  issue: it is all very  static. In case player want to change ship type, or size or tech, or find a new ship, or try a mission which ask for specific ship, or .... The game do not allow comfortable switch.
Add another mechanic which requires slow build up bonus means, the current problem is even worst.
Title: Re: Hyperspace Topography
Post by: Doctorhealsgood on October 18, 2022, 02:09:08 PM
The issue of S-mods seems to stem due to the fact that story points are used for a lot of things (and sometimes in monstrous quantities) yet the adquisition of them becomes increasingly scarcer overtime.
Perhaps story points need a bit of a revision?

Anyways that ship exp/event mod is kinda cool and i would like to see it in some sort of way (automated ship versions of it sound specially F U N) Although i would be cautious to make sure that different ships can be unique because they are like it and not because you have to make them unique yourself... If that makes any sense.
Title: Re: Hyperspace Topography
Post by: SafariJohn on October 18, 2022, 06:30:56 PM
On the other hand, a solar sail and a gravity slingshot both sound like fun things! Like, a lot of fun. Hmm. Both could be initiated by interacting with the star/planet, even (so: no ability slot), though that'd break the movement flow.

As the S key slows you down, the W key seems a good choice to make you go fast. Could call it gravity sail.

That would make sense, wouldn't it! And the immediacy of that - even compared to an ability toggle - is nice, feel-wise. It might feel weird if AI fleets didn't do it then, though; with the ability you could handwave it as being something the player has learned etc, and have it be unlocked with a mission... hmm.

Could fold all the speed stuff into a "throttle" control. I am not sure what a gravity sail is, but careening around with it and contending with AI fleets using it sounds like fun.

Sustained Burn, E Burn, or some other go-really-fast movement
-- (confirmation like Transponder)
Gravity Sail
Normal
Go Slow
-- (confirmation like Transponder)
Go Dark


Ah! But you don't *know* that big empty system is actually empty, I think that's pretty big.

For many big systems that quickly falls into the system searching version of TL:DR - even a research station is not worth the time it takes to search a big system. Not to mention sometimes stuff is just in a random location - GL finding that.
Title: Re: Hyperspace Topography
Post by: Candesce on October 18, 2022, 06:58:53 PM
Searching big systems is what Neutrino Detector is for.

Turn on sustained burn, set a waypoint a long ways off, turn on the detector and zoom in as far as it can go. Turn off mouse look. Makes it really easy to figure out which sensor spikes are moving, and thus points of interest, and which are fixed, and thus false positives.

You'll probably have big chunks of the system blotted out by the system's primary, but that just means you run a second line on the other side. Job done, system clear.

... Most of the pain is going to come from derelict systems, where you will spot the stupid probes in the middle of nowhere. If you're full up on fuel and supplies, the probes aren't going to have anything interesting - but you still need to check, because maybe it's a survey ship instead.
Title: Re: Hyperspace Topography
Post by: Hiruma Kai on October 18, 2022, 08:05:12 PM
I'll note, even if you do save a bit of fuel with the detour through a distant slipstream, you are often taking longer in terms of time (both real and in game).  Although I suppose another 50% factor of fuel reduction (25% effective fuel costs?) will help.

If you're going at burn 40, it'd be 12.5% effective fuel costs. *Right now*, without the change, it's 25%.

Oh that's a good point, I forgot burn speed above 20 doesn't use more fuel.  Although my average speed in a slipstream is probably 30-32 burn (this is with sustained burned off).  But even then it would be 31% not 50%.  So yeah, I'm estimating that wrong.  Thanks for the reminder.   I will note many, if not most, slipstreams won't allow me to keep a sustained burn of 40 since they have too many twists and turns.  I get thrown out to the edge or even out of the slipstream entirely if I'm running sustained burned to be able to hit burn 40+.

I'm not sure how it'd be more supplies for direct travel which takes less days.

I was cutting through deep hyperspace and hitting the occasional storm, so taking the occasional storm damage and CR hit.  While on a slipstream, you don't have to worry about those.  These were in practice numbers I was able to achieve as opposed to theoretical just based on distance and daily supply usage.

Honestly, though? That it's at all competitive for the case of a Dram seems like a good sign. That's a pretty degenerate use case and it'll only be better for larger fleets with less relative fuel capacity.

True enough.    Dram is pretty much best case, and I do expect full fleets to do worse.

Just for fun, I just loaded up command console, slapped in 6 Onslaughts, 6 Ox tugs, a Prometheus and an Atlas, added some hullmods and tried the exact same routes on the same map at 10 supplies per day and 99 fuel per light year.  Turns out arrival time is a dead heat, about 15.6 days either way (slower deep hyperspace speed hurts the direct path more).  Slip stream also did only take 172 supplies vs 334 on the direct route (again due to storms), and only 1803 fuel compared to 2,620.  So about 45% more fuel (instead of the 31% of the dram example), but roughly same proportional supply cost.  So 20,000 credits more in fuel and 16,200 credits in supplies, on presumably hitting a contract bounty for 400-500k.  So in this particular instance, I must concede seeing and taking the slipstream 7 light years out would be economically worth it.

On the other hand, this particular map has a second slipstream heading right to the destination.  A destination which was 3 light years to the west, for example, would have shifted in favor the direct route by 2-3 days.  14.1 days out, 2 days fighting, 14.1 days back, vs 17.1 days out, 2 days fighting, 14.1 days back is 9% faster for the direct route and slightly less fuel/supply use since it's closer.  At which point it is arguably better to do the direct route for this particular low tech fleet with Industry 5.

How often will it be economically advantageous to take the farther out slipstreams?  Hard to say without a lot of aggregated data, but I don't feel like I'm missing out significantly by not running the neutrino detector in hyperspace in the current iteration.  Although that feeling could be wrong.
Title: Re: Hyperspace Topography
Post by: Brainwright on October 18, 2022, 08:16:47 PM
Searching big systems is what Neutrino Detector is for.

Turn on sustained burn, set a waypoint a long ways off, turn on the detector and zoom in as far as it can go. Turn off mouse look. Makes it really easy to figure out which sensor spikes are moving, and thus points of interest, and which are fixed, and thus false positives.

You'll probably have big chunks of the system blotted out by the system's primary, but that just means you run a second line on the other side. Job done, system clear.

... Most of the pain is going to come from derelict systems, where you will spot the stupid probes in the middle of nowhere. If you're full up on fuel and supplies, the probes aren't going to have anything interesting - but you still need to check, because maybe it's a survey ship instead.

The first leg takes a month when you also add in the time to travel to the hits.  Just traveling from one side of a big system to another is going to take, at minimum, twelve days.

Combined with any other objectives, it's not feasible.
Title: Re: Hyperspace Topography
Post by: Candesce on October 19, 2022, 05:36:54 AM
Just traveling from one side of a big system to another is going to take, at minimum, twelve days.
...

Unless there's actually loot there, you don't need to travel far. Putting a waypoint out there is just so your fleet stays traveling in a straight line for a bit, not actually something you intend to reach - and you don't need to go to the other side of the map, just the other side of the star.

This isn't theory, it's practice, though I'll grant I usually do it on survey runs, or on the way back rather than the way out when doing missions.

And it's absolutely worth it in the systems you expect Research Stations in.
Title: Re: Hyperspace Topography
Post by: Drazan on October 19, 2022, 09:57:54 AM
Really neat uptade, love that exploration will be a bit more exciting. I truly hope that this indeed will not cause too much clutter.
With even more intel notifications coming up Im once again asking for a way to view all intel notifications in chronological order and maybe have some filters for it.
Title: Re: Hyperspace Topography
Post by: SonnaBanana on October 21, 2022, 06:38:23 AM
Speaking of hyperspace in general, will we have random new goodies or new types of threats appearing out of the blue? Like hyperspace [REDACTED] or hyperspace cargo crates.
Title: Re: Hyperspace Topography
Post by: gG_pilot on October 21, 2022, 08:07:04 AM
I don't suppose you would be willing to add a light years traveled option to the historian graphs?  Or maybe just an odometer readout to the Hyperspace Topography progress tracker itself (You've traveled X light years in hyperspace, Y of them at burn higher than 20).

Ah, most likely not - it's interesting, but also extremely low priority given the bunch of stuff I've got to do.

Hiruma's idea is simplified  version of my proposal. It says>> lets measure how slip stream are actually used.
Such odometer for dark_mode lenght travel, 20plus speed lenght travel , shift  key lenght  travel  could give a hint, if some feattures are used, overused or ignored. Perhaps information that most travel lenght player spend in dark mode AND Shift key  would bring a light to this stinky corner.
Title: Re: Hyperspace Topography
Post by: Killian on October 23, 2022, 02:35:48 AM
Coming back to this blogpost and skimming both it and the replies here gives me some thoughts;

* Tunnels in general are pretty fun, though I find actually staying consistently in the slipstream area is difficult when you want to ride it and all too easy when you don't. At least e-burn can usually punch through them if my route is taking me straight across a tunnel. Sometimes.

* If you've never tried riding a hyperspace tunnel as it takes shape, it's quite an experience. It's one thing to watch the things form, or to ride an established one - it's another entirely to be right on that cutting edge with no idea where you're going to wind up until it actually finishes forming. Be even cooler if you could somehow influence/direct the forming tunnel with your fleet's drives, perhaps...

* Hyperspace ghost signals in general are mostly cool. I think my favourite one is the one I've nicknamed "birds" - the formation that gathers together and then abruptly scatters when you get close. I also once saw a huge formation following a roiling hyperstorm as it meandered through the deep hyperspace 'clouds', which was fascinating. The ones that orbit you and pulse the drive drain are less cool, even if it's basically harmless. Then there was the time I saw a formation that, I swear, was the size of my entire screen and I play fullscreen at 1920x1080, fully zoomed out for hypertravel. I thought I was about to get mobbed by every single [REDACTED] ship in the sector at once.

* ...related note, but it might be useful/handy to have a one-time event that can fire at certain locations a short time after a first encounters with the various types of hyperspace ghosts. It took me wayyyyy too long to figure out that interdiction pulses scare off the drive-draining-mosquito-things. Could also be a good opportunity to inject some Lore about Old Spacer's Tales, or something you can talk to various figures about in bars or at Galatia or something.

* Would also be nice to have some hyperspace config options during galaxy gen or something, although if this hasn't been pitched a bazillion before I'll be terribly surprised (esp. since Adjusted Sector exists). In fact, just deeper galaxy gen customization at all really - more ways to freshen things up might help replayability a little. Maybe an "advanced setup" submenu with a bunch of fiddly bits you can tweak and nudge for density, hyperspace 'density', storm intensity/frequency, tunnel switch frequency, [REDACTED] intensity, all that stuff.
Title: Re: Hyperspace Topography
Post by: Gothars on October 23, 2022, 06:42:55 AM
As the S key slows you down, the W key seems a good choice to make you go fast. Could call it gravity sail.

That would make sense, wouldn't it! And the immediacy of that - even compared to an ability toggle - is nice, feel-wise. It might feel weird if AI fleets didn't do it then, though; with the ability you could handwave it as being something the player has learned etc, and have it be unlocked with a mission... hmm.

Is there a reason why an ability should not be activated with a specific key?

You could make it so that the ability key has to stay depressed to keep the ability active, while the ability icon is a toggle.

The S key and the "running dark" ability could be streamlined to work that way, too.
Title: Re: Hyperspace Topography
Post by: Hiruma Kai on October 23, 2022, 06:59:48 AM
The S key and the "running dark" ability could be streamlined to work that way, too.

The times when you want to run slow and dark is a sub-set of the times when you just want to run just slow.  If I'm coming into Khazeron and slowing down for the asteroid belts, I do not want to turn my transponder off (which running dark requires) and get hit by a bunch of patrols tanking my Persean League reputation just to avoid some asteroid hits.  You could make it an additional key other than S act like running dark when depressed, but I don't think the ability to only move slow should be removed.
Title: Re: Hyperspace Topography
Post by: gG_pilot on October 23, 2022, 07:21:27 AM
Is there a reason why an ability should not be activated with a specific key?
You could make it so that the ability key has to stay depressed to keep the ability active, while the ability icon is a toggle.
The S key and the "running dark" ability could be streamlined to work that way, too.
Both slowing keys should work the same as toggle switch.
I see main difference in Hyperspace,  I rather use Go_dark_key because it feels it works faster/reliable. e.i. I can press dark_key and go thru the storm  safe, but if I press Go_slow_key at the same distance I am usually hit by storm.
I  thing these two keys should stay and  work almost the same. Only one difference should be, the  Go_slow_key keep Transponder ON.

I keep in mind the gold rule: "Make controls as easy as possible."
Title: Re: Hyperspace Topography
Post by: vok3 on October 26, 2022, 05:54:54 PM
The problem is that slipstreams are, 90% of the time, not useful to the player.  They run perpendicular to the paths the player tends to take, not parallel.  So they are just a hassle, and there is no motivation to care about them or harness them. 

It especially doesn't come anywhere in the same order of magnitude as the advantages to be gained from having multiple colonies supporting each other in one system with an integrated economy.  I mean ... just not even in the same universe in terms of utility or motivation.  You'd have to have something like Roiders operating from a colonized planet to exploit resources in the rest of the system, and having other colonized planets in the system would significantly decrease the benefits you get that way, and for this benefit to more than compensate for the expected losses from having interstellar convoys getting attacked.  That might justify it. 

But not slipstreams.  Slipstreams are not desirable.
Title: Re: Hyperspace Topography
Post by: SafariJohn on October 26, 2022, 07:49:30 PM
If Alex really wanted to disincentivize multi-colony systems he'd just remove Mil Base stacking. If you can't stack patrol fleets out the wazoo to stop all assault, then having all your eggs in one basket is much less appealing.
Title: Re: Hyperspace Topography
Post by: Serenitis on October 27, 2022, 07:53:23 AM
If you can't stack patrol fleets out the wazoo to stop all assault, then having all your eggs in one basket is much less appealing.
Being limited to a single military base won't stop people from "single system" colonising, simply because it either lessens or ignores a ton of hassle that many players don't want to deal with as they don't find it all that fun or engaging.
And each individual system not being able to defend itself so well is actually a big incentive to concentrate everything into a single system, so the player can "firefight" problems themselves and concentrate defence as much as possible by other means.

P. sure this change would have the opposite effect.
Title: Re: Hyperspace Topography
Post by: Megas on October 27, 2022, 09:38:20 AM
The issue of S-mods seems to stem due to the fact that story points are used for a lot of things (and sometimes in monstrous quantities) yet the adquisition of them becomes increasingly scarcer overtime.
Perhaps story points need a bit of a revision?
For me, it is more like some sinks have insatiable appetites that can never have enough story points, namely colonies.  Officers can also be a huge sink if player needs to fire all of them (if he gave them elite skills) for new ones anytime he changes the fleet and need new officers molded to their assigned ships.  Those sinks offer no bonus xp, unlike s-mods.

At level 15, story points can be earned at a decent rate when player fights endgame fleets, especially Ordos, with +500% xp.  Anything less is too slow.  This is one reason why fighting Ordos is more mandatory and not really optional.


If you can't stack patrol fleets out the wazoo to stop all assault, then having all your eggs in one basket is much less appealing.
Being limited to a single military base won't stop people from "single system" colonising, simply because it either lessens or ignores a ton of hassle that many players don't want to deal with as they don't find it all that fun or engaging.
And each individual system not being able to defend itself so well is actually a big incentive to concentrate everything into a single system, so the player can "firefight" problems themselves and concentrate defence as much as possible by other means.

P. sure this change would have the opposite effect.
I agree with Serenitis.  If player cannot stack bases, then player may need to stack all colonies for several patrol HQs in one system, or if that is not enough, have all systems close enough so that multiple expedition events aimed at the player are all funneled in a single general location no bigger than a constellation.

Having two or three expedition alerts, plus pirate activity and maybe a pather cell targeting your colonies all over the sector because player scattered his colonies in all four corners... AND protecting the core worlds from pirate raids (and maybe Pathers too) so they do not decivilize (or at least protect their stability so you can raid for blueprints safely) because they are incapable of defending themselves, is a babysitting nightmare.

Players stack bases in a system so they can defend themselves without player intervention, letting the player do what he really wants (or not if he needs defend an NPC target like any core system that is not Askonia from pirates) instead of being chained to his system to defend it or let it go up in smoke.
Title: Re: Hyperspace Topography
Post by: interviglium on November 03, 2022, 10:46:40 PM
There's a lot of discussion in here about the hyperlanes, but I want to touch on the idea of building sensors, scanners etc to peer into hyperspace and map it's topography has some really cool potential to it. I love the exploration aspect of Starsector, and I personally just want more options for exploration.

On top of getting the sensor data, maybe if you build enough sensors overlapping, or upgrade sensor buildings (or chuck an AI core in them) your sensors become powerful enough to start to detect the small objects outside of systems. The number of systems that are present in a sector is finite, but things floating in the empty space between systems could be infinite. Potentially your sensor stations could detect these things, and with a certain type of ship, or an item like the Janus device etc, or an elite upgrade to the skill that lets you do transversal jumps, you could temporarily (read: one trip) open a jump point out into interstellar space to check out what your sensors have picked up.

You could tie it into the scanning in hyperspace function to help localise the trace.

The better your sensors/greater your coverage net (to help encourage spreading out - you could build hyperspace sensor outposts on distant planets etc) the 'deeper' you can reach back into realspace.
Title: Re: Hyperspace Topography
Post by: woodsmoke on November 04, 2022, 11:54:28 AM
The problem is that slipstreams are, 90% of the time, not useful to the player.  They run perpendicular to the paths the player tends to take, not parallel.  So they are just a hassle, and there is no motivation to care about them or harness them.

Speak for yourself. I use slipstreams fairly frequently. As I said above, I generally plan my expeditions outside the Core around the stream cycle specifically to take advantage of them; knowing I can jump into a stream and be at the target system in a day or two at most means I can pick up and fulfill a lot more survey contracts and make a lot more profit.

IME deep hyperspace storms are way more irritating and disruptive than slipstreams, not least because there's a hell of a lot more deep hyperspace to navigate (and jumping in a stream, rather conveniently, means I don't have to).
Title: Re: Hyperspace Topography
Post by: FastestDraw on November 06, 2022, 05:29:57 AM
Hyperspace getting more fleshed out sounds incredible.

One thing I'd really love - reasons to head out into hyperspace in a tricked out frigate with almost nothing else.

Flying hyperspace with a tempest+engine upgrades is fun, where the deep hyperspace slows you less and there is this very real risk thanks to having just one ship with all your supplies in it.

It makes getting into the slipstreams a lot easier and feel a lot more fluid, but basically the only reason to right now is mapping out gates so you can return later, and that one 'sneak the transverse jump' mission.

This system already looks like a neat way to incentivise that playstyle - picking up that increased burn level quick by running around with volatiles and a frigate sounds sweet, but there honestly isn't enough out there for small ships to do in the sector at large, so It'll get stale quick.

Some missions like 'intercept dead drop' with a very short timer and distance to travel, or 'race to X system' where you have a bunch of AI speed 10 ships also trying to reach that system first would be a lot of fun, and help encourage the fun 'go fast' part of hyperspace while minimising the sluggish 'carry supplies and crew to survey planets / salvage wrecks'. Even some missions intended to be completed entirely in hyperspace - hunting solo pirates or weird signals, would help lot.
Title: Re: Hyperspace Topography
Post by: vok3 on November 11, 2022, 12:28:32 PM
Speak for yourself. I use slipstreams fairly frequently. As I said above, I generally plan my expeditions outside the Core around the stream cycle specifically to take advantage of them;

This might be a vanilla vs Nexerelin thing.  I cannot imagine "scheduling" which side or direction of the sector I'm going to, on a timescale of months.  I simply don't have that kind of margin, most of the time, and if I'm going out of the core, it is to go to a specific place that I need to go to RIGHT NOW and I can't afford to put it off by a month or two.

And if I DO have the time margin to play with, it's because I've opened the gates and can ignore streams entirely.

In vanilla, however, I can imagine it, because it doesn't matter how long anything takes; nothing meaningful will change.  But the last time I tried playing vanilla - just to remind myself how it works - I got two game-years in, was extremely bored, and clicked "enable all" next time the game launcher came up.

Of course Alex is designing around the vanilla experience.  But if the dynamic you describe is part of the intended goal, there should be purposeful ways to capitalize on it - not just "I'll wait a season".  That's planetside farmer attitude, not spaceship captain attitude.

Quote
IME deep hyperspace storms are way more irritating and disruptive than slipstreams,

Other way around.  Storms mean I can go fast in exactly the direction I want to go, right f'ing now, for a price.
Title: Re: Hyperspace Topography
Post by: Serenitis on November 12, 2022, 05:48:57 AM
I don't use Nexerelin, and I have never cared even once about which direction streams are going.
They're either going the direction I want right now, or they're not. And it makes zero difference to my travel plans.

I've decided where I'm going and why, "weather" isn't going to change that.
It might help occasionally, but it will never stop or delay me.
Title: Re: Hyperspace Topography
Post by: wad78 on November 19, 2022, 04:00:58 AM
I am not sure if I am the odd one out, but I have never cared about anything in hyperspace, I just open the map, click on my destination and wait. I don't maneuver around hyperspace storms or slow down, I just speed up the game and wait.

Sometimes I run across the new slipstream things, they are annoying since they typically make me waste fuel. It seems you are expected to manually navigate out of them with an E boost or something, but I just wait instead and then let the game proceed to the destination once the fleet makes it out.
Title: Re: Hyperspace Topography
Post by: redvyper on December 11, 2022, 09:00:48 AM
It's almost that time of the year where I travel home and rely on gaming on my laptop (i.e. starsector full time). Usually there is a new release at around this time. Will this grad student be seeing a new version of starsector this Dec?  :D
Title: Re: Hyperspace Topography
Post by: SafariJohn on December 11, 2022, 05:50:35 PM
Not even any patch notes yet, so no.
Title: Re: Hyperspace Topography
Post by: Oni on December 11, 2022, 09:41:57 PM
I wonder if splitting the streams directions for the top and bottom half of the map would make them more or less useful?  ???

What I mean is, right now they all go right for six months, then they all go left for six month, repeat. What if the top half went right while the bottom half went left, then they swap (ie top goes left while bottom goes right). You could test to see if that setup is good for the current six month rotation, or if a full year would be better.
Title: Re: Hyperspace Topography
Post by: Doctorhealsgood on January 03, 2023, 03:26:31 AM
That sounds kinda neat in theory as you are guaranteeing that either side at the very least always has slipstreams. They however might or might not be still too far for you to find them of use this way though
Title: Re: Hyperspace Topography
Post by: BobExplains on March 29, 2023, 03:30:50 AM
I kinda agree with what a lot of the posters in this thread have mentioned regarding it being hard to get streams to work in your favour and having them be a neutral influence at best most of the time. I think there are many cases where they actually result in higher fuel usage because they cut across my path of travel or they overshoot where I need to go and I need to back track so it all eats up time and fuel.

Having easier detection and meaningful fuel savings will go a long way to making them actually useful so I am really looking forward to this new game mechanic. One slight downside is it's going to introduce even more pressure on Inventory storage space since we'll now have to pack a decent reserve of volatiles when we are exploring, are we going to see anything else that helps to boost storage in the next update?
Title: Re: Hyperspace Topography
Post by: Doctorhealsgood on April 01, 2023, 04:09:17 PM
I kinda agree with what a lot of the posters in this thread have mentioned regarding it being hard to get streams to work in your favour and having them be a neutral influence at best most of the time. I think there are many cases where they actually result in higher fuel usage because they cut across my path of travel or they overshoot where I need to go and I need to back track so it all eats up time and fuel.

Having easier detection and meaningful fuel savings will go a long way to making them actually useful so I am really looking forward to this new game mechanic. One slight downside is it's going to introduce even more pressure on Inventory storage space since we'll now have to pack a decent reserve of volatiles when we are exploring, are we going to see anything else that helps to boost storage in the next update?
As someone who uses neutrino and puts relays everywhere i can tell you you don't need to carry that many volatiles or transplutonics around compared to supplies.