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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 40325 times)

Alex

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #75 on: September 04, 2023, 11:49:50 AM »

Ah - it tapers to around the horizontal midpoint of the map.
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Doctorhealsgood

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #76 on: September 04, 2023, 12:56:32 PM »

Uh... Very silly question.
Considering that the abyss has a lot of nothing is Neutrino still unviable for anything except for slipstreams because too much background noise?
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FooF

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #77 on: September 04, 2023, 06:51:37 PM »

Uh... Very silly question.
Considering that the abyss has a lot of nothing is Neutrino still unviable for anything except for slipstreams because too much background noise?

If you would like a giant beacon that shouts "Mobile buffet", by all means, turn on the Neutrino Detector in the abyss... ;)
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Histidine

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #78 on: September 05, 2023, 02:53:31 AM »

Shower thought earlier:

The game is lacking a hyperspace/travel tutorial, even just a quick reference doc (ingame text + image page with "here are some things you might encounter and how to deal with them").
e.g. I don't think the following things have up-front explanations currently, at best they're mentioned in easily forgotten ability tooltips, or in popup tips that show up after the fact:

  • E-burn increases your ability to push through most unusual terrain types, S-burn does the opposite
  • Slow travel or go dark to avoid hyperspace storms, or alternatively you can try to surf through them taking into account the above
  • Use interdiction pulse to make the remora ghosts go away
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Gothars

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #79 on: September 05, 2023, 03:51:04 AM »

Interesting stuff!

So, generally speaking, you are going in the direction of making travel easier and faster. I would have preferred the other direction, but I'm glad to see the challenge meter moving at all. At the moment it's often at an awkward "barely to hard to go afk" point. The new abilities all sound like they are active, fun ways to move around.
I'm really glad abyssal hyperspace made it into the game! I wonder in how far it will make up for the lost logistical challenges. Or will the dangers it presents be more of a combat nature? On second thought, don't answer this :)
Imagine if at one point the Abyss starts to spread. Wouldn't that make for a scary endgame scenario ;D


It would be cool if you could use reverse polarity for other things than just slip streams. Reverse polarity in a neutron star beam to catapult yourself towards the star! Do it with just the right timing to reflect an interdiction or sensor pulse!


Oh, and does anything stop the player from using a surge offensively to catapult away an pursing fleet? Asking for a friend.



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S_Eusebio

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #80 on: September 05, 2023, 04:09:14 AM »

Oh, and does anything stop the player from using a surge offensively to catapult away an pursing fleet? Asking for a friend.

Alex on twitter responding to this same question from another person said, the player can absolutely catapult another fleet away if timed properly
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Nettle

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #81 on: September 05, 2023, 04:48:00 AM »

Imagine if at one point the Abyss starts to spread. Wouldn't that make for a scary endgame scenario ;D

Why would it spread? Maybe I've gotten the wrong idea of what abyssal hyperspace is, but as far as I understand its not some sort of "corruption" but essentially just empty space surrounding the cluster, perhaps mirroring thousands light-years worth of distance you have to travel IRL to actually reach another star system, let alone another cluster.
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Gothars

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #82 on: September 05, 2023, 05:40:58 AM »

Alex on twitter responding to this same question from another person said, the player can absolutely catapult another fleet away if timed properly

Cool!


Imagine if at one point the Abyss starts to spread. Wouldn't that make for a scary endgame scenario ;D

Why would it spread? Maybe I've gotten the wrong idea of what abyssal hyperspace is, but as far as I understand its not some sort of "corruption" but essentially just empty space surrounding the cluster, perhaps mirroring thousands light-years worth of distance you have to travel IRL to actually reach another star system, let alone another cluster.

In my understanding it is a special type of hyperspace, not just a way to conceptualize "lots of empty space". Otherwise, why would't you be able to see outside it?





 
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Nettle

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #83 on: September 05, 2023, 08:03:00 AM »

In my understanding it is a special type of hyperspace, not just a way to conceptualize "lots of empty space". Otherwise, why would't you be able to see outside it?

I don't think I understand, can you elaborate on the last bit?
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Alex

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #84 on: September 05, 2023, 09:05:26 AM »

e.g. I don't think the following things have up-front explanations currently, at best they're mentioned in easily forgotten ability tooltips, or in popup tips that show up after the fact:

  • E-burn increases your ability to push through most unusual terrain types, S-burn does the opposite
  • Slow travel or go dark to avoid hyperspace storms, or alternatively you can try to surf through them taking into account the above
Hmm. Fair point; slow travel is mentioned in the tutorial but its application to hyperspace storms is not immediately obvious.

  • Use interdiction pulse to make the remora ghosts go away
This is the sort of thing I'd never, ever want to mention or explain. Some things require you to experiment and figure out* and it's a fun, rewarding moment when you do.

(*Or, I suppose, read about them online.)


So, generally speaking, you are going in the direction of making travel easier and faster. I would have preferred the other direction, but I'm glad to see the challenge meter moving at all. At the moment it's often at an awkward "barely to hard to go afk" point. The new abilities all sound like they are active, fun ways to move around.

Faster, definitely yes! Easier, I feel like that's a separate question and it's kind of hard to define what "easy" even is. If it's just a question of fuel cost - the way it's shaping up is that "avoiding some/a lot of the fuel cost" is the reward for using these options effectively. Along with time saved, of course.

I also have a note to reduce the fuel use bonus of Containment Procedures, though - I feel like it's actually *way* too much right now.


Imagine if at one point the Abyss starts to spread. Wouldn't that make for a scary endgame scenario ;D

Hmmm :-X

(Seriously, though, that's a cool concept!)

It would be cool if you could use reverse polarity for other things than just slip streams. Reverse polarity in a neutron star beam to catapult yourself towards the star! Do it with just the right timing to reflect an interdiction or sensor pulse!

I thought about this, actually! Mmmmmaybe, though I'd like to keep this ability as hyperspace-only.


In my understanding it is a special type of hyperspace, not just a way to conceptualize "lots of empty space". Otherwise, why would't you be able to see outside it?

I don't think I understand, can you elaborate on the last bit?

The "normal" space it roughly maps to is empty, but the hyperspace in that area is "deep" and difficult to traverse. If concepts such as density applied to the hyperspace medium, it would make sense to think of it as being very dense. So it's quite conceivable that it might "press in" more around the Sector, encroaching on areas with gravity wells, which normally keep it at bay - for whatever reason.
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Gothars

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #85 on: September 05, 2023, 09:30:45 AM »

In my understanding it is a special type of hyperspace, not just a way to conceptualize "lots of empty space". Otherwise, why would't you be able to see outside it?

I don't think I understand, can you elaborate on the last bit?

I'm referring to this passage from the blog post: "As you get deeper into the abyss, the background fades out, and so do the other things you might normally see such as the deep hyperspace clouds outside it."


I also have a note to reduce the fuel use bonus of Containment Procedures, though - I feel like it's actually *way* too much right now.

Good to hear! I think the bulk transport skill could also use some moderation. Imo it would be fine without giving any boost to fuel capacity. Or maybe replace all capacity boosts with a boost to the logistical footprint of civ ships.

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Grievous69

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #86 on: September 05, 2023, 09:41:00 AM »

Was there even a single person on this forum that said "Containment Procedures is a busted skill"? I mean maybe it is too easy with the new hyperspace mechanics, but the big annoying thing for me is fuel availability. Every time I pick that skill it's in my chill playthroughs where I don't want to spend 5 minutes just buying up fuel in core worlds. And I don't even have a huge fleet, it's under 240 DP.

If that skill is getting nerfed I'd like to see npc markets with just more good on them. Not really realistic as well that a single fleet can outright buy all the damn supplies and fuel on a big world with tens of millions of people living in it.
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Helldiver

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #87 on: September 05, 2023, 09:47:56 AM »

Oh, and does anything stop the player from using a surge offensively to catapult away an pursing fleet? Asking for a friend.

Alex on twitter responding to this same question from another person said, the player can absolutely catapult another fleet away if timed properly

How does any conflict in the Sector ever happen then? If a single fleet can just catapult away an approaching fleet from a system using its gravity wells, how does any faction ever attack another faction? They can just send the attackers bowling away.

It also makes me wonder, what level of hosility will factions treat this action as? Since you can send a Hegemony inspection fleet flying off, do they treat it as an outright attack?
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Nettle

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #88 on: September 05, 2023, 10:18:22 AM »

The "normal" space it roughly maps to is empty, but the hyperspace in that area is "deep" and difficult to traverse. If concepts such as density applied to the hyperspace medium, it would make sense to think of it as being very dense. So it's quite conceivable that it might "press in" more around the Sector, encroaching on areas with gravity wells, which normally keep it at bay - for whatever reason.


I see, I kind of made my assumptions without taking into account that hyperspace in Starsector does seem to be quite a bit more magicky than conventional sci-fi trope of more plain folded/smaller, shortcut-enabling higher dimension.

Was there even a single person on this forum that said "Containment Procedures is a busted skill"? I mean maybe it is too easy with the new hyperspace mechanics, but the big annoying thing for me is fuel availability. Every time I pick that skill it's in my chill playthroughs where I don't want to spend 5 minutes just buying up fuel in core worlds. And I don't even have a huge fleet, it's under 240 DP.

If that skill is getting nerfed I'd like to see npc markets with just more good on them. Not really realistic as well that a single fleet can outright buy all the damn supplies and fuel on a big world with tens of millions of people living in it.

Colonies with fuel producing industries do keep rather large stockpiles, besides the most famous purple gas station, Nachiketa and Madeira are lesser known close runner-ups, and setting up your production is always an option. I think its less of an availability issue and more of a consumption rate issue. For a late game fleet, even several Prometheus tankers filled to the brim get emptied in a matter of few trips, its annoying to manage.
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Mark

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Re: Wormholes and Sundry - Getting Around the Sector
« Reply #89 on: September 05, 2023, 05:53:12 PM »

I hope that one can link that spooky star to the rest of the system with the wormhole. What could possibly go wrong?
Please make this an optional scenario, it would be amazing if there was an event where you can unleash a lovecraftian monster on the sector (and get the commensurate -infinity relationship for the rest of the game with the factions).
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