Dunno, pretty sure it has already been suggested, but tacking some reduction of asteroid strikes onto a skill might be a better idea. This could then mesh with hull mod use to completely or significantly reduce strike chance at speed (since you can always just go slowly through asteroid fields instead)...
The sensor skill already does quite that. It increases the slow moving burn by 3 which is huge. Any other way of mitigating of asteroid impact other than buffing sensor skill is, IMO, undermining the sensor skill.
I think it would be fine if sensor skill get that buff (reduced asteroid impact chance) since I have the impression that the majority of people pick navigation over sensor. If such hullmod or whatever way other than skill is implemented, sensor will be a dead skill that noone would ever pick.
The sensor skill is about sensors, so adding ability to somewhat reduce asteroid strikes when burning at full speed WOULDN'T undermine the sensors skill. Since, you know, NPC fleets can still generally detect you much more easily and therefore chase you when going at full speed. Plus, only basically mutually exclusive NOW, but this is supposed change in a few months (unless I misread the skill changes). Players would therefore be able to more easily pick BOTH skills, which I would prefer definitely prefer (much rather waste a skill point on that than other skills, since can always just reroll later). But as I have stated in other threads, maybe I'm just biased against the current skill system since I straight up hate the wrap-around mechanic and how it essentially forces mutually exclusive skills (good for highest tier skills, stupid for lowest tier).
But I mainly suggested it to mesh with hull mods because relying too much on hull mods to only achieve certain effects is basically the same issue as forcing mutually exclusive skills. Although this would be mitigated to some degree if custom built ships add the ability to build in certain hull mods without wasting a story point.
Story point is free (you can earn however many you want) so it’s not a deterrent. It’s unlike skill points being a very limited resource.
I took sensor skill mainly for the +3 slow move burn, not the sensor range/profile. If you want to get better sensor you can just S-mod high resolution sensor into your logistics.
NPC able to detect you better is mainly due to the sensor array system installment.
Story point isn't free, it takes literal experience. Which takes time. A lot more time late game, although I guess farming [REDACTED] is the basic solution to the experience growth curve. But so long as earning one doesn't waste too much time to get it, then yes, it is essentially "free" (which is less of an issue now since growth curve was "fixed" in a 0.95a update).
NPCs detect you just as much by burning at speed, sensor array only compounds this. So they still detect you further even when burning in a system without them owning a sensor array, not because MAINLY a sensor array. And sensor perk ALSO reduces your sensor detection range to increase stealth approach, can't hull mod do that it (have to use phase ships in fleet instead).
It adds additional speed onto your original vector which means if the additional vector doesn’t line up with your og vector i.e. not having the right angle of approach it’ll knock you off course.
On addition to that, if you got yeeted into consecutive storms, you get speed locked and have little control over the fleet so you can get thrown way off course.
You can only have a fine tuned catapult of you have the right angle approach in the process of speeding up into 30 because it wouldn’t further change your vector after maxing out.
This has nothing to do with our discussion.
The point I was trying to communicate is the effect doesn’t stop that initial vector change and does not prevent you getting speed locked if you made a mistake in initial approach.
Which is why storm surfing only really works when using e-burn, which is usually not used unless player has skill that reduces e-burn effect. Or you can just accept that sometimes you end up going from Kansas to Oz...
.....what i dont understand though is why it increases fuel use when that happens
if the storm is propelling you, shouldnt fuel use at most just stay the same as whatever it was when you got hit?
Fuel usage maxes out at 20 speed but storm surfing can get you up to 30 (unless this changed in 0.95a update, pretty sure it didn't). So storm surfing is much more fuel efficient, but burns through supplies faster (unless you have solar shield hull mods on fleet). However, storm surfing is basically useless unless you are using e-burn to cancel out the randomized vector changes. So either storm surf THROUGH the storm with e-burn, go around the storm, or sometimes end up in Oz.
And finally, yes, it appears that this thread has wandered off into some tangent. Still, asteroid strikes late game are annoying as hell, something to mitigate this besides slowing down would be nice.