I think one thing that could go a long way to make the half-a-cycle change appear more organic to the player would be to simply randomize the actual date where the slipstreams change by, say, a month and a half, and to make a smaller part of the network change at an earlier or later date than the rest does (although this would probably be harder to actually implement).
These irregularities shouldn't be severe enough to make people stop planning around the "seasons" of course, but I feel like a little bit of unreliability wouldn't hurt the system while making it that much more believable.
This could also allow for interesting (or annoying) scenarios to happen, such as the slipstreams persisting a bit longer then usual before changing, just long enough to allow you to rush to the defense of your colony in time- or the opposite of that.
Ah - it sort of works like that, just within a calendar month. But there's a fair amount of swing in how long it takes for slipstreams to dissipate or come into being.
Edit: Couldn't a special combat scenario while in a slipstream just be something small like the faster drain of PPT in a corona? The zero flux boost always being active or just a bit of extra bonus speed for all ships come to mind, and it doesn't seem like the AI would react strangely to that, as it can deal with getting a speed boost from Nav rating or having SO installed already.
Hmm, that could work! I was thinking something more literal in terms of blowing ships around, but the 0-flux bonus being always on is both thematic and doesn't benefit a specific group of ships over another *too* much, so it's a really good candidate. (Otherwise, you get into kind of unfortunate "now you gotta drag every fleet into a slipstream and fight them there" territory... potentially, anyway - less of an issue in hyperspace since there's a fuel cost for doing that.) Right - will keep this in mind, thank you!
Back to our regularly scheduled "rleaz wen"....
Alex, any chance you'll be getting 0.95.1a out before Christmas?
The release will be coming out... when it's ready
Aaaaaaaaaaaaaaaaaaaaaaaahhhh!!
So happy to see this in the game, literally stopped lurking and made an account because I need to say thank you.
Aaaaaaaaaaaahh!! Welcome
I had figured that maybe there would be some sort of waves in hyperspace where you could catch a ride on, but you've created a system which has outdone my hopes.
Fun fact - way back some years ago, that was my idea, too. But I had a rough time making it work, both with the visuals and structuring the waves so that they were 1) fast enough to be useful and 2) possible to see coming and actually catch. Stationary slipstreams really helped resolve these mechanical problems, and it was easier to make the visuals work, too.
Very interested at your hints regarding the terrible implications of the slipstreams though. Each update I've done a full playthrough to the endgame content, but it's been nice seeing how it's increasingly threaded into the narrative.
You'll need to keep a keen eye out!