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Author Topic: Of Slipstreams and Sensor Ghosts  (Read 16813 times)

JUDGE! slowpersun

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Re: Of Slipstreams and Sensor Ghosts
« Reply #90 on: October 16, 2021, 02:23:00 PM »

Can sensor ghosts be used in system to lure patrols away from points of interests? So that you have a sensor skill dedicated for luring where as go dark and pinging are mostly good for hiding/detecting?  This could make subterfuge missions better without much tinkering.

Sensor ghosts only exist in hyperspace, so no.

That's too bad, a skill that allows you to drop and/or shoot out a sensor decoy(s) for patrols to chase down or at least be distracted by would be cool, although logic to determine when AI uses it might be difficult to code (plus lack of radial gravitational pull around celestial objects means no bank shots due to gravity assist, sadly).

https://youtu.be/GgmsZLaQyJs

Closest video I could find, surprisingly not a Youtube clip of the actual scene... and not bothering to link to a video that will get dropped due to copyright, pointless.

EDIT:  As of today's (11/5) announcement for pre-patch notes, an in-game variation of this option should be added with the next patch:

  • Increased length of time patrols are willing to pursue for
    • Primarly, this makes it more possible to distract them and go around
  • Added "introduce false readings" option to sensor arrays
    • Patrols and similar fleets may go to investiage these

Can we expect any hull mods to make direct use of slipstreams?

I don't think so - just in general, I'm not a fan of hullmods that have a usefulness this narrow. I could in theory see, say, giving solar shielding an added effect that boosts slipstream travel somehow, but... I'm not sure that this is very *interesting*. But it's hard to really say without having a specific idea in mind, and it's not something I've given any prior thought.

Alternatively, instead of doing any hull mods for slipstreams, maybe drop fuel savings in slipstreams to like 25%, but add 10% slipstream fleet fuel reduction to Ox ship (since burn levels bonus will be less useful with addition of slipstreams).
« Last Edit: November 05, 2021, 08:45:14 PM by slowpersun »
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Inhilicon

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Re: Of Slipstreams and Sensor Ghosts
« Reply #91 on: October 16, 2021, 06:04:02 PM »

You know, I always felt like there should be a way to go faster in hyperspace. And here we are! It seems very useful and fun.
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Legendsmith

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Re: Of Slipstreams and Sensor Ghosts
« Reply #92 on: October 20, 2021, 08:20:33 AM »

So much in this post, I love it. The slipstreams are something I've been wishing for basically from the moment the larger hyperspace map was added; travel was so boring, I know myself and others ended up just flying straight through storms and deep hyperspace after a bit because there was nothing to interact with. Just hold shift to go slower through storms, that's all you have to do. Nothing interactive. No 'trade lanes' to ambush freighters on. No fast routes to brave, or get raided by pirates on.
But that seems to be changing now! I really hope that the pirate base interaction mechanics lead to pirates ambushing freighters often, and that threat to players. I want that to be a real consideration when a player departs a port. Because at the moment it feels like you don't need to consider escorts if you just avoid flying through actual pirate territory. This is also why trade, I assume, has had such 60% combined tariffs; because there's no risk involved otherwise.
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boogiebogus

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Re: Of Slipstreams and Sensor Ghosts
« Reply #93 on: October 22, 2021, 10:48:03 AM »

After some thinking, I'm really not sure how a feel about this addition, to be honest. The main problem, I think, is the fact that there's not much of a reason to take a slipstream path outside of the core more than once. Most of the time, when I go exploring, I haul enough supplies and cargo space to last several months outside of the core, and sweep a large quantity of the outer stars - 15 to 25 percent, generally - in a single exploration trip. And usually, that space has gates nicely distributed throughout the entire thing, so I can hop between the core and the fringe at a moment's notice, so there's no need to traverse long sections of empty hyperspace. This means that the only real use would be to take a slipstream going away from the core to start a trip. Plus, the fact that slipstreams randomize every now and then means that if it does happen to bridge a gap between a gate and a system I want to return to, that would only last a short time, so I may not be taking that lane ever again.

I feel like one solution would be to reshape and split up the core. Cut down on the number of gates, and instead have slipstreams form trade lanes between star clusters. You could even make some areas that aren't so civilized, like the pather controlled planets, exist in out-of-the-way clusters that are unlikely to be bothered. I think it'd make travel in the core more interesting, too - you'd have to work out the order you hit each market in with the direction of slipstreams as a consideration, too.

Overall, neat feature - but it doesn't feel like it'd see as much use as one would like from players.
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noman

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Re: Of Slipstreams and Sensor Ghosts
« Reply #94 on: October 31, 2021, 12:15:18 AM »

Does campaign story going to expand with this new feature?
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Cosmitz

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Re: Of Slipstreams and Sensor Ghosts
« Reply #95 on: November 03, 2021, 01:56:49 AM »

The one thing i could think of while reading this entire post was this, done by Heaven's Vault, and i'm sorry if it was already said/linked: https://youtu.be/weX_c-kxREs?t=1435

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And, finally, a big feature of the system is that the general flow direction of the streams is seasonal. In the first half of the cycle, they tend to flow to the galactic east (which is like the regular east, but in hyperspace), while in the second half of the cycle, they generally flow west. This is another thing that the player can learn and plan their expeditions around.

One might ask, “but why is slipstream flow synchronized with the Domain cycle, which is an arbitrary human construct?”

This is my favorite thing. Somethings things should just be, and it makes it more a part of the world when nature feels natural, if you know what i mean.

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Not really impressed. I mean its not bad but I don't really see a point.

To be fair.. even with Hyperspace storms, travel seemed... solvable? I guess. When you had enough resources to just steamroll through hyperspace, as long as the circle for fuel use lined up with where you wanted to get to, and back, you'd be good (maybe with some extra supply use). But i like this 'fuzzyfing' of the knowable quantity of hyperspace travel. Anything that causes the player to make his own mistakes which generate stories is absolutely, positively, always a good idea.


In any case, great stuff, and while i didn't really delve too much in the current 0.95a, just for this i'm promising a full juicy run of the next version.
« Last Edit: November 03, 2021, 02:01:14 AM by Cosmitz »
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Mosthra

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Re: Of Slipstreams and Sensor Ghosts
« Reply #96 on: November 14, 2021, 12:22:40 AM »

Can this have an effect on the economics of the systems and regions it passes through or is near? Fast and efficient travel could aid merchant fleets Who of the factions and their economic development contained?  ;D  It will have a big impact on Ai and the gameplay and later expansion and colony selection. It will be very lively and bustling if along these rivers are crowded with fleet and colonies. It will become a kind of silk road in space.
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JUDGE! slowpersun

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Re: Of Slipstreams and Sensor Ghosts
« Reply #97 on: December 03, 2021, 02:15:46 PM »

It will become a kind of silk road in space.

More like the North Atlantic Current/North Atlantic Oscillation.  Or at least the seasonal shifts of mostly wind for historical Arab trading dhows in the Indian Ocean.  Wind isn't the only thing that moves ships, but much more easily controlled than water currents... just also much less predictable.  Still, can't wait for hyperspace hurricanes!
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MightyChristian

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Re: Of Slipstreams and Sensor Ghosts
« Reply #98 on: December 08, 2021, 08:30:17 PM »

I like the wormhole idea :D nice update Alex.

Quote
I don't think so - just in general, I'm not a fan of hullmods that have a usefulness this narrow. I could in theory see, say, giving solar shielding an added effect that boosts slipstream travel somehow, but... I'm not sure that this is very *interesting*. But it's hard to really say without having a specific idea in mind, and it's not something I've given any prior thought.

In response to who you quoted- I suppose I personally am not thinking these wormholes would have any negative affect or damage to your ship, then it would't be worth it to travel through such wormholes if they are not convenient.
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