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Stellaris Dev Diary #92: FTL Rework and Galactic Terrain

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!

FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.

However, as I have said on the previous occasions when discussing this issue, one thing we would never consider doing is just slashing FTL types from the game without adding in something else to compensate their loss. That is what most of this dev diary is going to be about. However, before continuing with the details on the additions and changes we're making to FTL, I want to cover a couple of the questions I expect will arise from this:

Why are you removing FTL choices instead of building on them?
A lot of people have asked this question when we have brought up consolidating FTL types before, suggesting that problems such as static defenses can be solved by just adding more mechanics to handle each special case. I think the problem with this is best illustrated with defense stations and FTL inhibitors. One of the aims of the Starbase system is to give empires the ability to 'lock down' their borders, building fortresses that enemy fleets cannot simply skip past to strike at their core worlds, instead of having to create static defenses in every single valuable system.

With hyperlanes, this is a pretty simple affair: As hyperlanes create natural choke points, the only thing a hyperlane-stopping FTL inhibitor needs to do is to prevent enemy fleets from leaving the system once they enter it. The fleet can enter, it can retreat (via emergency FTL) and it can bring down the source of the FTL inhibitor (which might be a Starbase or even a planet) to be able to continue. This is quite easy to understand, both in terms of which system you need to defend to lock down your borders, and how it works when you are on the offensive.

Now let's add Warp to the mix. In this case, the single-system FTL inhibitor is useless because Warp fleets can just go over it, so we'll invent another mechanic: A warp interdiction bubble, stretching a certain distance around the system, that pull in any hostile Warp fleets traveling there to the system containing the FTL inhibitor, and force them to battle it or retreat. This is immediately a lot more messy: First of all, this bubble can't possibly affect Hyperlane fleets, because it could potentially pull them dozens of jumps away from their current location. This means that when fortifying your borders, you now need to not just make sure that every important chokepoint is covered, but also that your entire border is covered in warp interdiction bubbles.

But there's more: Add Wormholes as well, and you now have an FTL type where not only the 'bubble' type interdictor doesn't make intuitive sense (because Wormhole fleets make point-to-point jumps rather than traveling over the map) but if said interdictor works to pull Wormhole fleets out of position regardless of what makes intuitive sense, you end up with the same probem as with hyperlanes, where the fleet can get pulled out of range of its wormhole network and end up stranded even if it brings down the defenses. This means you pretty much have to invent a third type of interdiction type for Wormhole on top of what is already an overengineered and hard to understand system.

Finally, add the problem of displaying all these different types of inhibitors and interdictors on the map, in a way that the player can even remotely start to understand, and you end up with nothing short of a complete mess, where it's far better to just have static defenses protecting single valuable systems... and so we come full circle.

This is the fundamental problem that we have been grappling with when it comes to asymmetrical FTL: What works in a game such as Sword of the Stars, with its turn-based gameplay, small maps of usually no more than 3-6 empires, and 1-on-1 wars breaks down completely in a Stellaris game with real-time gameplay and wars potentially containing a dozen actors, all with their own form of FTL. The complexity collapses into what is for the player just a mess of fleets appearing and disappearing with no discernible logic to them.

Why Hyperlanes?
When discussing this, we essentially boiled down the consolidation into three possibilities: Hyperlanes only, Warp-only, and Warp+Hyperlanes. Wormhole is simply too different a FTL type to ever really work with the others, and not intuitive enough to work as the sole starting FTL for everyone playing the game. Keeping both Warp and Hyperlanes would be an improvement, but would still keep many of the issues we currently have in regards to user experience and fleet coordination. Warp-only was considered as an alternative, but ultimately Hyperlanes won out because of the possibilities it opens up for galactic geography, static defenses and enhancements to exploration.

Here are the some of the possibilities that consolidation of FTL into Hyperlanes creates for Stellaris:
  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
  • More possibilities for galaxy generation and exploration (for example, entire regions of space accessible only through a wormhole or a single guarded hyperlane, containing special locations and events to discover)
  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
  • Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)
Are all new forms of FTL free patch content?
Yes. Naturally we're not going to charge for any form of content meant to replace the loss of old FTL types.

Hyperlane and Sublight Travel
As mentioned, in the Cherryh update. all empires will now start the game with Hyperlanes as their only mode of FTL. By default, hyperlane generation is going to be changed to create more 'islands' and 'choke points', to make for more interesting galactic geography. However, as we know some players do not enjoy the idea of constricted space, we are going to add a slider that controls the general frequency and connectivity of hyperlanes. Turning this up will create a more connected galaxy and make it harder to protect all your systems with static defenses, for players who prefer something closer to the current game's Warp-style movement.

Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well. This means that fleets will move in a more predictable fashion, and interdictions will frequently happen inside systems instead of nearly always being at the edge of them, in particular allowing for fleets to 'guard' important hyperlane entry/exit points. To compensate for the need to move across systems, sublight travel has been sped up, especially with more advanced forms of thrusters.
2017_11_02_2.png


FTL Sensors
Along with the change to FTL, we are also changing the way sensors work. Instead of simply being a circle radiating an arbitrary distance from a ship, station or planet, each level of sensors can now see a certain distance in FTL connections. For example, a ship with level 1 sensors (Radar) will only give sensor coverage of the same system that it is currently in, while a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole (more on that below), a ship with level 3 sensors will be able to see systems connected to those systems, and so on. Sensor coverage can be 'blocked' by certain galactic features (more on that below), which will also block propagation into further connected systems. We are currently discussing the implementation of sensor blockers as a potential Starbase component.
2017_11_02_1.png


Wormholes
While Wormhole as a full-fledged FTL type is gone, Wormholes are not. Instead they have been changed into a natural formation that can be encountered while exploring the galaxy. Wormholes come in pairs, essentially functioning as very long hyperlanes that can potentially take a ship across the entire galaxy near-instantly. Natural Wormholes are unstable, and when first encountered, you will not be able to explore them. To explore a Wormhole, you need the Wormhole Stabilization technology, after which a science ship can be sent to stabilize and chart the Wormhole to find out what lies on the other side. If you're lucky, this may be unclaimed space full of valuable systems, but it could just as well be a Devouring Swarm eager to come over for dinner. There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.
2017_11_02_4.png


Gateways
Gateways is an advanced form of FTL most closely resembling the Wormhole FTL in the live version of the game. While exploring the galaxy, you can find abandoned Gateways that were once part of a massive, galaxy-spanning network. These Gateways are disabled and unusable, but with the Gateway Reactivation mid-game technology and a hefty investment of minerals, they can be restored to working order. Like Wormholes, Gateways allow for near-instant travel to other Gateways, but the difference is that any activated Gateway can be used to travel to any other activated Gateway, and late-game technology allows for the construction of more Gateways to expand the network. Also unlike Wormholes, which cannot be 'closed', Gateways also have the advantage of allowing any empire controlling the system they're in to control who goes through said Gateway - hostile empires and empires to whom you have closed your borders will not be able to use 'your' Gateways to just appear inside of your systems.

When the first Gateway is re-activated, another random Gateway will also be re-activated along with it, so that there is never a situation where you just have a single active Gateway going nowhere. There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.
2017_11_02_8.png


Jump Drives
Jump Drives and Psi Jump Drives have been changed, and is now an advanced form of FTL that mixes Hyperdrive with some functionality from the old Warp FTL. They allow for a ship to travel normally and very quickly along hyperlanes, but also come equipped with a tactical 'jump' functionality that allows a fleet to make a point-to-point jump ignoring the normal hyperlane limitations. This is done with a special fleet order where you select a target system for the jump (within a certain pre-defined range, with Psi Jump Drives having longer range than regular Jump Drives), after which the fleet charges up its jump drive and creates a temporary wormhole leading to the system. After the fleet makes its 'jump', the Jump Drive will need to recharge, with a significant cooldown before it can be used again, and also applies a debuff to the fleet that reduces its combat effectiveness while the cooldown is in effect. This allows for fleets with Jump Drives to ignore the usual FTL restrictions and skip straight past enemy fleets and stations, but at the cost of leaving themselves vulnerable and potentially stranded for a time afterwards. This design is highly experimental, and may change during the development of Cherryh, but we wanted Jump Drives to not just be 'Hyperdrive IV' but rather to unlock new tactical and strategic possibilities for warfare.

Galactic Terrain
With the switch to Hyperlanes and the creation of strategically important systems and chokepoints, we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain. Specifically, systems with environmental effects and hazards that have profound tactical and strategic effects on ships and empires. This is still something we are in the middle of testing and prototyping, but so far we have created the following forms of Galactic Terrain:
Nebulas block all sensor coverage originating from other systems, meaning that it's impossible for an empire to see what ships and stations are inside a system in a nebula without having a ship or station stationed there, allowing empires to hide their fleets and set up ambushes.
Pulsars interfere with deflector technology, nullifying all ship and station shields in a system with a Pulsar.
Neutron Stars interfere with navigation and ship systems, significantly slowing down sublight travel in a system with a Neutron Star.
Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

The above is just a first iteration, and it's something we're likely to tweak and build on more for both the Cherryh update and other updates beyond it, so stay tuned for more information on this.
2017_11_02_3.png

2017_11_02_5.png


That's all for today! I will finish this dev diary by saying that we do not expect everyone to be happy with these changes, but we truly believe that they are necessary to give Stellaris truly great warfare, and that we think you will find the game better for it once you get a chance to try them. We will be doing a Design Corner feature on today's Extraterrestial Thursday stream, where me and Game Designer Daniel Moregård (grekulf) will be discussing the changes, fielding questions and showing off some gameplay in the internal development build. If you want a look at some of these changes in a live game environment, be sure to tune to the Paradox Interactive twitch channel at 4pm CET.

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
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BlackUmbrellas

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Why not just remove the "mixed" FTL option? Let players choose the single mode that will be available for the entire game (plus jump drives?). Accordingly, each game will have available only the relevant type of defense, completely avoiding the mess. No problem presented in the statement seems to conflict with this option.
Because building three distinct versions of the game is a needless resource suck that no sane developer would waste time on?
 

brifbates

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Pulsars should affect shields. Black holes should affect warp drives. This isn't ground based combat it's a fundamental fact of ALL warfare. Sun Tzu has a great book you should read called "The Art of War" that might be able to better impress upon you the universal constant of "terrain" in warfare. Being aware of your surroundings and using them to your advantage is fundamental, on the ground, in the air, in the water, or in space. And the broken leg of the situation is that existing FTL systems prevent our little game from making those slam dunks, and unless you're trying to build an exo skeleton suit (and don't forget, then all the kids would want one) there's no solution of "adding more stuff" that will fix that. But simply getting over the momentary, initial discomfort of breaking something we have all become accustomed to, no matter how crippling it is and how it makes us limp, and resetting it properly WILL allow us to make those slam dunks.

I've read "The Art of War", I don't recall seeing anything about pulsars or black holes in it.

Also, thank you for making the point...

You need to be aware of your surroundings-in space there are no walls or paths that must be followed, there's mostly just space so attacks can come from anywhere. Information is key so send out your spy ships, build scanners, etc. so you can see what the enemy is doing and project where he might strike. WWII Naval/Air combat is as close to space warfare as we can realistically project and what do fleets/pilots have to do? Look everywhere because even though you know where they're coming from (in a general sense) and where their possible targets are you have no idea which specific target they are heading for or how they are getting there. Hyper-lane only almost completely removes that aspect by forcing specific, predictable, invasion routes.
 

corny.1234

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I love how people basically are A-okay with developer removing features they already paid for.
Different types of FTL travel was the one thing that was unique about Stellaris and what i was looking for since the announcement.. And now i have no reason to buy this game - thanks PDX for saving me money.
Exactly, dev diary #4
 

syspam

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Why not just remove the "mixed" FTL option? Let players choose the single mode that will be available for the entire game (plus jump drives?). Accordingly, each game will have available only the relevant type of defense, completely avoiding the mess. No problem presented in the statement seems to conflict with this option.
They wouldn't have to do much either, it's already in the game but optional. I was initially excited about the change, but I've read some good posts that weren't and they provided some food for thought. I look forward to more info about ALL of the changes coming, but to me the change still looks good (with the added 'so far').
 

Creamu

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Now stop moping and make a damn case for it!
Exactly. The devs already anticipated this response from the minority of people who would be complaining. Kicking and screaming does nothing. The devs are sorry for people who are disappointed. But beyond that they don't really "care". They genuinely think this is best for the game in the long run. It must have took A LOT of resolve to make a decision like this. They're not going to abort because 25% of people hate the idea. Keep in mind with more dev diaries, more and more of those people will come to terms with this change.

Its either plea for the devs to make warp capabilities still hidden in the game, but have mods be able to enable it. Or your ride ends here. Just keep playing 1.8.3 and don't buy anymore expansions.
 

anomanderus

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This dev diary is not about enforcing hyperlane-only in the current form. This is a rework on the entire FTL system as a base to improve many other aspects of the game. Wiz gave several reasons why it was not practical to keep all 3 starting FTL in order to accomplish this, and I think he has made a good argument. There has been a lot of content removed since you bought this game I wager. Were you up in arms about the loss of embassies? That made gaining relations much more convenient, but they had to go in order to address the diplomatic system (which, mind you, still needs addressing). PDX games are always in development and there is a massive and active mod community. I have no doubt there will be Warp/Wormhole starting FTL mods out.

I sincerely don't care because it is still forcing me to play a version of hyperlanes only instead of the existing game. And from what I've heard there will be no mods because the game is apparently being hardcoded for hyperlanes.

I especially dislike this change because FTL does not, primarily, exist for the AI. It exists for the player. If I play with hyperlanes on an "all ftl allowed" map my strategy will always be to prioritize seizing the worlds that could otherwise be used to choke my expansion. When at war with a wormhole-using enemy I always prioritize destroying their wormholes to cripple their fleets. Likewise with wormholes my goal is to plan my network in a way that enables me to expand and invade while balancing my energy usage. Warp I guess is a no-brainer most of the time but the fact is I'll play warp if I don't feel like needing to strategize where I need to grab and just want to fly around space. Removing all this removes my ability as a player to choose the kind of game I want to have and forces me into a narrower type of gameplay.
 

corny.1234

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I am sorry to see that some people dislike the concept of hyperlanes only so much that they won't look at the game as a whole so long as they have that feature. I can totally sympathize with having a preference, but I have few preferences so strong that I'll give up a whole thing for it. If I love a company's turkey sandwiches with a little mayo and pickles and swiss cheese and they tell me they're changing the bread. Well, I know I like their sandwhiches so I'd give it a chance at least. If I don't like it, no harm, no foul. I'll find a different place to eat. I'll be upset, but

I hope that somewhere in the vast, uncaring universe you find a game that fulfills what you need.
They are changing the meat, not the bread.

You'll get dog sandwich from now on.
 

anomanderus

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Exactly. The devs already anticipated this response from the minority of people who would be complaining. Kicking and screaming does nothing. The devs are sorry for people who are disappointed. But beyond that they don't really "care". They genuinely think this is best for the game in the long run. It must have took A LOT of resolve to make a decision like this. They're not going to abort because 25% of people hate the idea. Keep in mind with more dev diaries, more and more of those people will come to terms with this change.

Its either plea for the devs to make warp capabilities still hidden in the game, but have mods be able to enable it. Or your ride ends here. Just keep playing 1.8.3 and don't buy anymore expansions.

Yes I'm sure losing 25% of your customers is the optimal way to ensure Stellaris continues being profitable, bravo.
 

mario94

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Pulsars should affect shields. Black holes should affect warp drives. This isn't ground based combat it's a fundamental fact of ALL warfare. Sun Tzu has a great book you should read called "The Art of War" that might be able to better impress upon you the universal constant of "terrain" in warfare. Being aware of your surroundings and using them to your advantage is fundamental, on the ground, in the air, in the water, or in space. And the broken leg of the situation is that existing FTL systems prevent our little game from making those slam dunks, and unless you're trying to build an exo skeleton suit (and don't forget, then all the kids would want one) there's no solution of "adding more stuff" that will fix that. But simply getting over the momentary, initial discomfort of breaking something we have all become accustomed to, no matter how crippling it is and how it makes us limp, and resetting it properly WILL allow us to make those slam dunks.

The art of war also talks at length about the importance of espionage, supply lines and about how sieges are really stupid.
The firstwo are for some reason absent, while we are forced to take part in the latter because hyperlanes and chokepoints.
 

Hype

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so in the last 34 pages since I went to bed, did a dev actually step in and say anything?

No, but there is really nothing for them to say at this point. Even if they're going to reconsider, which is extremely unlikely, they won't say anything until they have another plan which would be quite awhile.

Also, you can hit the "show dev responses only" option at the top and only have a couple of pages of reponses.
 

Creamu

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Yes I'm sure losing 25% of your customers is the optimal way to ensure Stellaris continues being profitable, bravo.
As I said, many of those people will come to terms with the change in the near future. Despite all the people "complaining" I would bet of many of them still playing the game.

Also 25% might be too high of a number since a poll on reddit showed only 13% dont like the change.

I see many of this complaining no different from how kids say they hate their parents because they didnt buy them (insert toy here) to be honest. People will get over it in time.
 

Gimboid

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I think these are fantastic changes and will make the game so much better. I have a few bits of feedback or rather, polish suggestions:

  • Knowing all hyperlane routes at the start seems a little too good, could it perhaps start that you can only see all hyperlanes within 5 jumps of all surveyed systems? (which you could then in time increase via tech upgrades?)
  • Totally random, but could the mega-structures include a mega-shipyard? - Right now we have a Mega-structure that increases our Research, our Power, our Population and our Sensors, imagine a one-limit shipyard per empire, giving you super-building capacity for ships?
  • When you occupy an enemy system, it makes sense you would seize their Power/Mineral production, but I can't imagine labs operating, perhaps all research should just halt (or, perhaps even give a negative debuff to the defender, as their research gets screwed up by some of their labs and scientists losing contact?)
  • Could you just have a buid-list on Labs for "build mining outpost on Planet 2" "Build energy station on Moon 3", so later-game when you claim a new system, you can just spam the build list on a new outpost and it will build everything in the system?
  • Unrelated, but please, please give us a way to spend influence once we've finished traditions, it's so annoying to have to trash and replace all building and still watch your influence ticking away into the hundreds, thousands, millions with absolutely nothing yo ucan do with them, allow you to "unify" your empire with it by paying an increasing cost to reduce pops active in a certain faction or something (i.e. you're a fanatic militarist with 10 pops who are fanatic spiritualists, let me spend 100 influence to convert one of those pops to join their more drawn faction, then pay 1000 to convert the 9th pop to another, then 10,000 for the next pop, 50,000 for the next etc.
 

anomanderus

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As I said, many of those people will come to terms with the change in the near future. Despite all the people "complaining" I would bet of many of them still playing the game.

Also 25% might be too high of a number since a poll on reddit showed only 13% dont like the change.

Oh only 13%? Well that's entirely acceptable to lose 13% of your potential profit right off the bat.
 

Akka le Vil

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Did you read the whole diary? Did you watch the vids? Did you pay attention to all the problems they came up with from trying to add more and more and more to try and fix the problem?
Yes, and that was my very point. You asked me if I read the whole diary (I did) but you don't seem to have actually really read my post.
Your metaphor doesn't fit. What we have is boat, and it has some leaks we can all agree on that need to be fixed. And what you are suggesting is just tacking on more and more shit, more shit more shit. Tack this on to stop the water coming in. Oh now it's too bulky so tack this on to make up for that. okay now it's too heavy tack this on so we can float more. okay now I can't see tack this on.. okay tack this one..
No, what we have is that we have a boat, there is a leak, and someone try to plug the leak with a towel, and only a towel. He doesn't look for a plank to nail it to the leak, he doesn't look for glue or tar, he doesn't try to repair it from the outside. No, he just put the towel against the water, then try to make a plug with the towel, then put the towel down with a foot, and in the end says "the boat can't float, let's make a car instead".
It's the rule of unintended consequences but it's simpler in the game than it is in real life. You can't just keep adding bandaids to fix problems that need reconstructive surgery. have you ever had a bone heal the wrong way and it needs to be broken and set back straight, so you can stop walking with a limp? That's what this is like. We have a system that functions and limps along and we all love it for it's quirks (or we wouldn't play it let alone be argueing endlessly with one another on this forum) and you guys want to keep giving it crutches and keep giving it a wheelchair and make wheelchair ramps and make more handicap accessible bathrooms and then make handicap transgender only bathrooms and then you'll want to start anti bullying programs because all the other kids will see how much attention you've been putting into that crooked limb and they'll get jealous and mad and demand attention too because it's only fair and then..... Get my point? You snowball totally out of control trying to add more and more and more when what you need to do is rip out the problem, rebuild it so it isn't a problem, and put it back in. Instead of those programs and bathrooms and wheelchair ramps and crutches, all you need to do is rebreak that limb, set it PROPERLY, give it time to heal (ie allow the initial shock of something new to wear off) and that kid can run and play and jump and do all sorts of things that NEVER WOULD HAVE BEEN POSSIBLE NO MATTER HOW MANY WHEELCHAIR RAMPS YOU MADE!

Pulsars should affect shields. Black holes should affect warp drives. This isn't ground based combat it's a fundamental fact of ALL warfare. Sun Tzu has a great book you should read called "The Art of War" that might be able to better impress upon you the universal constant of "terrain" in warfare. Being aware of your surroundings and using them to your advantage is fundamental, on the ground, in the air, in the water, or in space. And the broken leg of the situation is that existing FTL systems prevent our little game from making those slam dunks, and unless you're trying to build an exo skeleton suit (and don't forget, then all the kids would want one) there's no solution of "adding more stuff" that will fix that. But simply getting over the momentary, initial discomfort of breaking something we have all become accustomed to, no matter how crippling it is and how it makes us limp, and resetting it properly WILL allow us to make those slam dunks.
I agree with the concept you're trying to illustrate. I disagree that it's the situation we have. The problem, as I've already hinted in my previous post, is that Wiz is obsessed about ground-based concepts and seems unable to think outside this box. So when facing a problem that can't fit with ground-based design (space, where walling is nonsensical), instead of changing the paragdim and trying to find solutions to defense where you can't make a frontline, he just breaks the paragdim and the core game concepts to be able to put frontline in it.
This is not a bold change to fix the game, it's a cowardly change to bring back the game into known water (EU-like warfare, where it doesn't belong ; mechanist-based design instead of immersion-based).

Stellaris was about embracing the whole of SF culture, getting inspiration from countless SF works. This is going exactly against this basic vision. It's simply going against Stellaris itself.
 

Stormhawke

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As I said, many of those people will come to terms with the change in the near future. Despite all the people "complaining" I would bet of many of them still playing the game.

Also 25% might be too high of a number since a poll on reddit showed only 13% dont like the change.
I'll be honest, citing reddit seems about as flawed as people using the agree/disagrees on the OP as their barometer for popular support. I have no idea how much of the Reddit community represents the actual playerbase.
 

Tyrranus

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No, but there is really nothing for them to say at this point. Even if they're going to reconsider, which is extremely unlikely, they won't say anything until they have another plan which would be quite awhile.

Also, you can hit the "show dev responses only" option at the top and only have a couple of pages of reponses.
didnt know about that feature thanks! I didnt expect them to reconsider, by the time a dev diary comes out they're on a set course. I had hoped, however, that they might have commented since many people have asked weather modders will be able to undo this. Perhaps some direct attempt to alleviate the fears/rage.

Doesn't happen often but paradox, isn't a normal company
 
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