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Starsector 0.98a is out! (03/27/25)

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Author Topic: Wormholes and Sundry - Getting Around the Sector  (Read 40496 times)

Alex

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Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 10:07:22 AM »

Blog post here.
« Last Edit: August 31, 2023, 10:09:37 AM by Alex »
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Helldiver

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #1 on: August 31, 2023, 10:35:17 AM »

As long as NPC fleets can use some of those to their advantage, and suprise the player - so that's it's not just something that makes the player even more of an overpowered "chosen-one/hero" that outdoes everyone else just because.
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Alex

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #2 on: August 31, 2023, 10:39:49 AM »

Oh, this is definitely player-only stuff.
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Kaokasalis

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #3 on: August 31, 2023, 10:47:22 AM »

Quote
There are things inside.

Spooky scary abyssal things hopefully.

Its kinda cool though getting stuff like that. Always wanted to do a quest for Starsector where there would be a forgotten Domain AI zone out in the Abyss with powerful and unknown technology if I ever got into coding.
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AcaMetis

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #4 on: August 31, 2023, 10:49:08 AM »

Oh, this is definitely player-only stuff.
For what it's worth I'm actually glad to hear this, because when I read "up to burn level 900+" my first thought was Pathers setting up hyperspace cannons to slingshot tithe collectors to every random fleet within a ~10 lightyear radius. Definitely looking forward to trying these things myself, though ;D.
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Inventor Raccoon

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #5 on: August 31, 2023, 10:49:19 AM »

Oh look. A star. Alone. In the pitch black abyss.

...

I'm sure it's fine.
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Bulletkin

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #6 on: August 31, 2023, 10:54:42 AM »

I'm sure it's fine.

Don't mind the ghosts. They complimented my flagship's paint job. And my volatile reserves. We chatted a bit about the [Data Expunged]. Good times.

I'm EXTREMELY excited for the spooky concepts coming next. I'm not very sure about the wormholes, though. Keep it up!
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Axelord

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #7 on: August 31, 2023, 10:56:17 AM »

Wormholes/WH-Anchor sounds interesting, but considering how strapped for real estate 90% of systems are in regard to stable locations, I can't see it become of much use. Could be useful pre-industrial stage for people with a more... pirate-y/trade-y penchant. I guess only the player will be able to place/remove them and that there will be no limitations on which systems can be furnished with an anchor. It would be nice to set up in two systems either for trading or for raiding. I don't know how feasible it is to actually let others use the wormholes without the McGuffin-key, but maybe allow them to use it but with some consequences? Like, fleet damage/vast CR hit.
« Last Edit: August 31, 2023, 10:58:22 AM by Axelord »
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Rytelus

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #8 on: August 31, 2023, 11:07:46 AM »

I hope that one can link that spooky star to the rest of the system with the wormhole. What could possibly go wrong?
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Kronox

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #9 on: August 31, 2023, 11:08:21 AM »

It would be pretty cool if we were able to very rarely find wormholes in some systems. Like imagine going into it and ending at other end of the sector (ok maybe no so exagerated but you get what i mean)
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Helldiver

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #10 on: August 31, 2023, 11:13:26 AM »

Oh, this is definitely player-only stuff.

So the player is just a better scientist than anyone else, and no other merc, or advanced military, knows or cares to use extremely convenient things that are easily learned by the player.
The player, who is just this god. Untouchable, unequaled. The chosen hero out of a picture book who is superior at everything they do - and simply just cannot stop getting new abilities that no-one else has. I really wish it had been made clear that this is what the player is intended to be from the start instead of pretending that the player is a captain in a future world for so long.
« Last Edit: August 31, 2023, 11:15:42 AM by Helldiver »
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Lawrence Master-blaster

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #11 on: August 31, 2023, 11:18:40 AM »

I feel... spoiled? By all this. It will make Hyperspace travel almost too easy. An extra Gate wherever you want it is a massive QoL for colonies and while it will likely require an endgame fleet to obtain you can presumably use Wormholes in the meantime. Nice.

Quote
So! You might have noticed the “Orion-Perseus Abyss” label in the lower left corner of the Sector map; it’s been there for a *long* time.

I never did...

Also, Abyssal space with things inside? Official EVE crossover confirmed?

So the player is just a better scientist than anyone else, and no other merc, or advanced military, knows or cares to use extremely convenient things that are easily learned by the player.
The player, who is just this god. Untouchable, unequaled. The chosen hero out of a picture book who is superior at everything they do - and simply just cannot stop getting new abilities that no-one else has. I really wish it had been made clear that this is what the player is intended to be from the start instead of pretending that the player is a captain in a future world for so long.

It's estabilished from the begining since you can spend 15 skillpoints on combat skills when other human officers max out at 7, Alpha cores max out at 8 and Omega maxes out at 10. You're the dog, man.
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Grievous69

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #12 on: August 31, 2023, 11:29:32 AM »

So what's the cost of "Generated Slipsurge", I can't seem to find that info but I'd assume it's just fuel right? And if I understood the mechanics of it, you essentially aim it by positioning your fleet relative to the gravity well as a sort of a pointer.
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Helldiver

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #13 on: August 31, 2023, 11:37:35 AM »

It's estabilished from the begining since you can spend 15 skillpoints on combat skills when other human officers max out at 7, Alpha cores max out at 8 and Omega maxes out at 10. You're the dog, man.

It wasn't always like that. I've gotten used to scraping all these hero-mode free advantages myself, but at this point the pile has grown so high that every update brings more work than fun - but then, I need the updates to get updated mods - because mods actually add new sensical things...
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Wyvern

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #14 on: August 31, 2023, 11:38:36 AM »

If we added more abilities down the line, there’d still be a problem, though. I’m considering whether to bring back the default keybindings of Q and W for the first two ability bars – it makes switching between them an absolute breeze. The problem with this was that some players would hit Q or W by accident, end up with an empty ability bar (especially fun during in the tutorial), and be confused. So the question is exactly how to handle this; the concept of switching bars needs to be introduced at some point.
I'd request just some extensions to the bar; additional slots that don't have a hot-key for them. There are a number of abilities that I'm perfectly fine with having to click; notably, anything that is both rarely used and deleterious if used at the wrong time (like, oh, interdiction pulse, for example.)

Similarly, at least one mod adds an ability that doesn't do anything - it's just there to provide information through its tooltip - and putting that in an extra non-keybound slot would work quite nicely.

Alternatively, adding a second row that gets keybound to, say, ctrl-#, would work well too.

But swapping between bars with q and e just really does not gel for me, personally; in old versions of starsector, unbinding those keys was always one of the first things I did.

And, finally, the player will have the ability to put a gate into a system of their choosing. To do this, they’ll need to [COMSEC REDACTED, AGENTS DISPATCHED].
Huzzah! This is very much appreciated; in current Starsector, I consider a gate existing in-system to be mandatory for colonizing; being able to put one in a system that otherwise has stuff I want will be much appreciated.

Actually, between that and the wormhole, that's two systems I can connect to fast-travel even if they don't start out with a gate. Which is, honestly, plenty; I don't feel any great need for more than maybe three colonies total, and one of those is going to be Crocodile.

Maybe four, if I find a good planet in a system with a gate that's conveniently placed for tracking slipstreams and/or launching expeditions into a region my colonies are otherwise not near... but, well. That's a lot of maybes.
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