First, I'll state that yes: I enjoy traveling in hyperspace, and frequently take advantage of slipstreams when at all possible.
Hyperspace and Slipstreams are easier than ever to travel. The vibe I get in this thread from the detractors is that they don't plan ahead at all when picking up missions or deciding where to go, and when.
It's true that there's nothing stopping you from going anywhere you want at any time, and it's annoying when there are storms and slipstreams in your way that are counterproductive to that. If you aren't even slightly frustrated when you're blown off course due to an unfortunate navigation error, well, you're more patient than I am. But, you can avoid trouble and save an absolute ton of fuel and supplies by taking advantage of Slipstreams and Hyperspace Topography.
- Check the date. Is the tide turning? You're going to be frustrated if you don't check the date.
- Do you have missions or bounties in the general vicinity of a slipstream? Grab 'em.
- Better yet, is the tide about to shift after you reach your destination? That's the timing sweet spot. Ride a Slipstream out, ride another one back. The holy grail of FTL.
- Slipstreams often generate in similar places as the tide shifts. You'll often find an 'easterly' slipstream appearing in the same place as the last 'easterly' slipstream, for example. This can be a matter of consideration when building a colony early on, but that's not especially relevant.
- Bring some Heavy Machinery, Transplutonics, Metals, and Volatiles. You can build Sensor Relays in most every system, then scan a wide radius for nearby Slipstreams. If you want to recycle a bit, you can break them down right after again. At the very least, you can scan for them with the Neutrino Detector.
- This also gives you substantial credit toward Hyperspace Topography. If you do this regularly, like I did, you'll max Hyperspace Topography before you even reach mid-game. More speed in hyperspace? Save even more fuel and go even faster? Yes, please.
- This goes back to even earlier versions, but there are natural corridors through hyperspace that don't appear on the map. Each seed is different, obviously, but if you follow star clusters instead of ignoring them, you will find the hidden corridors regularly. This also ties in neatly with my previous point: using sensor relays in star systems to scan for slipstreams.
- Some clusters are simply isolated beyond deep hyperspace. It's unfortunate, and my assumption it's a limitation of the current implementation of procedural generation, as opposed to a design decision.
- Colonies happen a little later on, and as of this post there's a bug with Megaport scan range, but spreading out your colonies is an excellent way of monitoring Slipstream activity, making it much easier to choose your route.
- It sounds insane, but doing a half-lap around the Sector in Slipstreams - with the hyperspace topography fuel reduction - can actually save you fuel and generate money while heading back to the core, via the repeatable Topography item you receive. This is just my opinion, but it's also really fun to tear around at 40 burn, trying to take the curves like a race track. Sometimes you're even gifted with a randomly generated Pirate or Pather fleet between Slipstreams, earning you XP, Supplies, and Fuel for *free.
There certainly is strategy for navigating hyperspace. That is an objective fact. Just because you're not gathering information and planning ahead doesn't mean it's mindless activity. It can be very rewarding to chart an easier route through hyperspace, but you have to make an effort to learn the map you're playing on. It's not enough to simply know what's in star systems, and where your favorite places are, but the best way to reach the systems in hyperspace. That means not just determining your route, but
when to go, as well.
Where, how, and when. That's the key.
I recognize that some people simply don't like the act of traveling through hyperspace, nuances aside. Well... nuts, I guess. Your opinion is completely reasonable, but I hope you change your mind. It's not as deep as combat of course, but if you put your mind to it there's more than enough there to get your gears turning on the regular.
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* You may be eaten by deep space cannibals or crucified on an asteroid by religious zealots.