I must say, I approve of the the amount and quality of rampant speculation going on here.
Get well soon man!
Thanks! Starting to feel a bit better today. I think.
gah, im always late to find out about new things, regardless this looks impressive, i'm so glad hyperspace is getting special terrain, although im curious just how bad does a storm impact CR? like, will it start destroying ships in a large storm or would any given ship survive any given storm and just be slightly in danger of malfunctioning if it got in a fight?
It's not going to do actual damage, but it could take CR down to zero, though that'd take some very poor navigating indeed. Or just starting at very low CR, I suppose.
Oh that's another thing, if we get in a fight IN a storm does the combat arena reflect that? fighting an enemy who wants to kill you, in an arena that wants to kill both of you, would be pretty awesome.
It currently doesn't. Most other terrain already does, btw (as, I think, is mentioned in the patch notes). I do have a TODO item to do something about this, but it's fairly low priority because, well, things work without that. But yeah, more tie-ins like this between the layers are great.
How about keeping the wavefront, making it narrower and slower(to the point they are slightly slower than most fleet), and make them cancel out the effects of hyperspace storm? You'll occasionally get faster and safer travel route.
Keep in mind, however, that I don't know the overall shape, frequency, and location of waves. I assumed that they are linear, not reliably frequent, and occuring randomly.
Hmm. I mean, in theory, that could be neat, but I think it comes back to (as things often do) to whether the mechanic would pull its own weight. Does unreliably being able to skip out on being stuck in a storm add much? Is it even a positive, design-wise? The idea behind the storms mechanic was, in part, to have a minimal amount of mechanics that accomplish the design goal ("travel can be done poorly or well"). Now, it's definitely not *strictly* minimal, but it still does the job with only one type of terrain.
I think the question to ask when adding more mechanics on top of this base is, "what design issue does <new mechanic> solve?". And to get to that point, I think it'll require some playtesting (probably in the form of a release) to identify what those issues
are.