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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 40329 times)

Liral

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #60 on: September 02, 2023, 01:30:31 PM »

Wormhole Scanner to the rescue :) Of course, if the [REDACTED] have this technology...

...they will probably also access the Gates and do so from even outside the Persean Sector.

CrashToDesktop

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #61 on: September 02, 2023, 02:43:09 PM »

I don't know, honestly, I have a hard time seeing how something that lets you travel literally across the Sector, instantly and almost for free, could end up being useless.

I think maybe what you're feeling is that you won't be able to stuff all of the new things into One Perfect System? Which, absolutely true. But the game has been moving away from incentivizing colonizing just one system, so you might consider this one small step in that direction, too.

But even colonizing one system, there are so many options. You might have 3 stable points and a gate and use a wormhole instead of a sensor array. You might have two stable points and a gate, and have a colony at a gas giant, so you can sacrifice a nav buoy since there's much less in-system travel time. You might not have a gate in-system and use a wormhole to travel to a system with a gate. You might have a gate, and place a wormhole in a nearby system *with* a gate; a two-step operation to get across the Sector to a specific destination seems worthwhile. And those are just the scenarios that come to mind immediately.
The question there is, how often do you really need to jump across the Sector? And cost isn't really an issue since Gate travel already minimizes fuel consumption, even moreso if you have Containment Procedures. The thought had occurred to me that you might just link one colony system to a Gate system for convenience, but you're making the assumption that you have at least one Stable Location to spare. In my experience, most systems have either one or no Stable Locations, those with two or three are rarer and tend to be completely empty. Which means, unless you were touched by RNG, you need bare minimum one for a Comm Relay in your colony's system, and then you'd have to eat the 5 story point cost to generate another for one end of the wormhole. Is there a change coming to Stable Location generation?

You also listed using sensor arrays and nav buoys. Nav buoys aren't needed for (most) systems, and sensor arrays can provide their slipstream detection bonus from up to 5 ly away, so you don't need those in-system either. I don't think anyone expects to have all the toys in their system, and most people would happily sacrifice one or the other for a wormhole - if they had them.

One important thing though, but can you realistically expect to acquire a Wormhole Scanner and both Wormhole Anchors before getting the Janus Device? I'm not asking for spoilers, but if I can get and use both before I complete the current extant of the storyline (at a reasonable pace), it could affect how useful they are, even if it means I end up picking them up and moving them later.
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Alex

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #62 on: September 02, 2023, 03:03:07 PM »

In my experience, most systems have either one or no Stable Locations, those with two or three are rarer and tend to be completely empty.

This is incorrect. A third have one or none (more likely: one), a third have two, and a third have three. There is zero connection between what else the system has and the number of stable locations.

(There is also the option to add a stable location to a system that has none, by interacting with the star. And to add one more by spending a bunch of story points.)

One important thing though, but can you realistically expect to acquire a Wormhole Scanner and both Wormhole Anchors before getting the Janus Device? I'm not asking for spoilers, but if I can get and use both before I complete the current extant of the storyline (at a reasonable pace), it could affect how useful they are, even if it means I end up picking them up and moving them later.

I don't want to get into spoiler territory, but let's just say it's definitely possible.
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CrashToDesktop

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #63 on: September 02, 2023, 04:19:32 PM »

Well, that's good to hear. I'll keep an ear open for how to use wormholes in the meantime.
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Amoebka

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #64 on: September 02, 2023, 08:06:10 PM »

My main concern with wormholes is the one year waiting period for them to come online. That's a lot of time, especially if the items themselves are gated behind endgame combat content. Hard to imagine them still being useful after you've already explored the sector and did the hard battles, so they might be another "victory lap" mechanic, like omega weapons.

Have you experimented with other ways of preventing the town portal use case? Say, for example, when the player picks up one end of the wormhole to move, the other end automatically comes offline, and needs to be manually picked up and replaced too. This would make the waiting period unnecessary.
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Dri

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #65 on: September 03, 2023, 11:45:32 AM »

What has David been working on these patch cycle, or is it all very :-X
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SpaceDrake

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #66 on: September 03, 2023, 11:47:41 AM »

What has David been working on these patch cycle, or is it all very :-X

I would presume we are entering development territory where everything David works on is extremely :-X until release.

(For example, you may notice that the piece of art beneath the COMSEC redaction appears to be new...)
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Dadada

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #67 on: September 04, 2023, 05:28:12 AM »

>Wormholes
>Abyssal hyperspace
Excellent. :D :o
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Destructively Phased

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #68 on: September 04, 2023, 05:48:03 AM »

I'm sure there will be absolutely zero unexpected consequences to directly connecting the core worlds to a high threat [REDACTED] system down the line :).

Wormhole Scanner to the rescue :) Of course, if the [REDACTED] have this technology...

Now I definitely want to put one in the Atzlan system, let the Hegemony stare at it for a year, then watch the chaos as the [REDACTED] come streaming out.
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Doctorhealsgood

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #69 on: September 04, 2023, 10:14:53 AM »

Reverse polarity? Bless you Alex. Finding a slipstream that works for my route was great and now i can use it for a return trip too! And i also get to find MORE slipstreams that work for me! I also saw you mention that some NPCs might use it too. Tri-Tach is probably a given i assume and maaaaaaaaaaaybe Lion Guard Sindrian Diktat because of their secret deal? I never seen LG getting too far from askonia to begin with so it would be kind of useless.

Slipsurge is FUN but in the other hand with the new addition of the ABYSS a part of me feels like i will eventually mess a surge up and get thrown straight into the black. We wouldn't be the first or the last of captains that mess up something like that I will do it anyways because i saw the 300+ burn and my speed demon demands the use of it now.

Some other posts think that the wormholes are kind of useless i personally disagree as i already see myself setting it up to make managing possible distant colonies less of a pain. With a single gate you can have access to 3 colonies that might be Ludd knows where from each other. Or skip gate travel for a little bit. Is neat. Could i ask for the 1 year stabilization timer to be bumped down to half a year instead?

Also unless i REALLY have to go there i will probably not get close to the abyss, it is scary. THAT one lonely star might be the exception because how alluring it is. At least i know where i have to go. Also is the Slipsurge largely ineffective in the abyss because the implied lack of anything to use it on or because different reasons altogether?
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Alex

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #70 on: September 04, 2023, 10:25:56 AM »

Re: the wormhole time - hmm, I'll keep an eye on it during testing, when it gets to that point. To me a cycle doesn't really feel like all that long.

What has David been working on these patch cycle, or is it all very :-X

Oh, this and that :)

... I also saw you mention that some NPCs might use it too.

Hmm? What I said here amounts to "I think it's a somewhat less unreasonable ability for AI fleets to use compared to slipsurge" which I think you're reading waaaaaay too much into :)

Also is the Slipsurge largely ineffective in the abyss because the implied lack of anything to use it on or because different reasons altogether?

Both!
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Doctorhealsgood

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #71 on: September 04, 2023, 10:35:35 AM »

Hmm? What I said here amounts to "I think it's a somewhat less unreasonable ability for AI fleets to use compared to slipsurge" which I think you're reading waaaaaay too much into :)
Was kinda skimming through the posts half-asleep so guess it was bound to happen.
Both!
I see. Guess that for the most part my urge to get OUT of there as fast as possible will have to be done the long way. Still gonna try to use it though.
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SafariJohn

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #72 on: September 04, 2023, 10:49:11 AM »

I don't think it would be too hard to get AI to use slipsurge (SunDog got the AI to use his Hyperdrive correctly), but I don't think it is worth it either.


Does the OP Abyss taper to the bottom right corner? AKA does abyssal hyper encroach into the bottom of the map? Any plans for other "natural" borders on the map edges?
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Alex

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #73 on: September 04, 2023, 10:58:45 AM »

I don't think it would be too hard to get AI to use slipsurge (SunDog got the AI to use his Hyperdrive correctly), but I don't think it is worth it either.

(I'm not saying it's impossible, but it's quite a different task using an ability that makes the fleet go faster/teleport in the direction it's already going, vs making it go somewhere else entirely with the idea of using an ability there.)

Does the OP Abyss taper to the bottom right corner? AKA does abyssal hyper encroach into the bottom of the map? Any plans for other "natural" borders on the map edges?

I'm not sure what you're asking - abyssal hyperspace surrounds the map in a rectangle, and there's a kind of curved triangular area of it in the lower left corner, encroaching on the map, for the Orion-Perseus Abyss. Does that answer your question?
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SafariJohn

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #74 on: September 04, 2023, 11:23:50 AM »

Does the OP Abyss taper to the bottom right corner? AKA does abyssal hyper encroach into the bottom of the map? Any plans for other "natural" borders on the map edges?

I'm not sure what you're asking - abyssal hyperspace surrounds the map in a rectangle, and there's a kind of curved triangular area of it in the lower left corner, encroaching on the map, for the Orion-Perseus Abyss. Does that answer your question?

Like the attached image, inside of the rectangle edges:

[attachment deleted by admin]
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