This topic reminds me of a question: why do fleets travel with their transponders on in hyperspace? They should rather turn them off to hide their identities and avoid detection by pirates.
Hmm, possibly. It's been a while and I don't remember the reasons
Judging by the screenshot of abyssal hyperspace in the blogpost, at some point it literally fades into a black-screen background? I really love the idea of abyssal hyperspace, reminds me of real life voids in-between our galaxy filaments, but the plain black-screen for background just seems a bit anticlimactic, which I guess is kind of the entire point, but still, I imagine at least some sort of background visuals to break up an otherwise plain nothing wouldn't hurt. Maybe something like bubbling, shifting ink, akin to regular hyperspace but much more subtle with all the light faded?
I get what you're saying, but I think this works - at least, seeing this in-game, it hits exactly the feel I'm looking for.
With regards to the ability/inability of non-player fleets to use the Generate Slipsurge ability, I think this is a relatively good opportunity to add some drastic faction variation.
I could see NPC fleets having Reverse Polarity, but Generate Slipsurge is really a player-centric ability in terms of how it actually functions.
Having the abyss play a soundtrack similar to the funny system without jump point would be super neat, if that has been thought about. Just hope it's not the same as the regular hyperspace soundtrack.
HMM.
Spoiler
There's a reason no one talks about the abyss. No doubt only the most insane or greedy Captains plumb its depths, they say, attracted by its onyx lucre. "But there's nothing there!" the officers always insist. But there is something there, isn't there? Something that calls to them, like music. Those that return are changed by it, wide-eyed and far away, telling anyone who'll listen about impossible shapes in the dark. Any Spacer with half a mind avoids them for fear of being touched by whatever they have, but sometimes a fresh crewman with mud still on their boots will stop and listen, and the whole cycle repeats itself, if they manage to come back alive... - Interview of a Former Long-Range Survey Captain, Madeira Station Promenade
Hey, that's pretty good!
Spoiler
"Knew a captain that went into the abyss 6 cycles ago. Wouldn't talk about it, so one time, me and some buddies got him proper nuked. He let slip he saw something out there. Immediately went dead-eyed. I've seen my fair share of vacuum shock but not like this. Heard he found Ludd and never left the ground again." - Veteran Spacer
... and so's this!
... but because if you ever watch an NPC fleet do any sort of long distance travel (granted, you only have reason to see the proverbial sausage-making in certain mod scenarios) it becomes positively painful to see it always take the long way and not even do that well; in particular they blunder straight into hyperspace storms and get blown way off course, and cross slipstreams poorly and get washed far downstream from their destination.
There are some significant improvements to how NPC fleets travel across hyperspace. In particular, they're more willing to use Emergency Burn as needed (such as for crossing slipstreams), etc. I spent quite a while watching them move (or in some cases try to move and fail) and was compelled to make some changes. It's not perfect by any stretch but they make consistent progress and get where they're going pretty reliably. (Context: implementing a different, easier-to-use base class for raids and similar, that lets fleets move together as a group, among other things.)