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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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thisisbossi

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A pair of ideas I wanted to separate out from my previous post to gauge others' thoughts:

- Mid to late-game tech allowing some degree of building or dismantling hyperlanes to stars X distance away, with a small X perhaps in the mid-game, and larger X's in the late game. Some thought might be needed as to whether to restrict available destinations as to not overclutter a map; perhaps not allowing paths to stars if there's another star in its approximate path.

- A mid to late-game tech that allows either science or construction ships to work on a hyperspace scrambler project. This resource-intensive project (perhaps demanding physics as well as energy resources) would, when completed, randomly reshuffle the hyperspace lanes. Alternately- this might be something that a self-destroying ship might deploy, the item being an X-class weapon and being very expensive to build. No damage to stars/planets; not intended to be a weapon per se.
 

Carmilla

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yes, but most blackholes are larger than the mass of our sun, being at least created from supermassive stars. even slightly less massive stars would create neutron stars instead of blackholes. blackholes in general are huge and could be ancient feeding for as long as the galaxy has existed, while stars are limited in mass. Supermassive stars are usually created and die within high mass areas, so it's not that hard to imagine they'd start eating up their surrounding nebulae over time.
I guess if all the ingame black holes are supposed to be old monsters that might work, but that just begs the question why anyone would go there without a really good reason and not just go around instead.

EDIT: I guess the reasoning and excuse will be "Because hyperlanes". Thus no other explanation required.

To make non-standard star types affect gameplay.
Fair enough. I'm all for that one.
 

HappyLizardMan

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Rest in peace warp drives. Your 3 month recharge times will never be forgotten.

Since gateways are essentially mass-relays from mass effect, can we expect some kind of... new crisis event? *cough* *cough*
 

LovecraftRaven

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I feel like one thing the "I won't play non-warp games" people are missing is the fact that they've stated there will be an interconnectedness slider for games after this update. Crank it to max, every system is connected to all of its closest neighbors, and you've already got a pseudo-warp game as far as there being no real galactic geography.
 

razaron

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Well, that's unfortunate.

Yeah, but Stellaris is the only - AFAIK - space grand strategy game without such restrictiveness. SOTS, Endless Space, all of them have exclusively hyperlane-style FTL.
SotS refers to Sword of the Stars, not Sins of a Solar Empire. SotS has 6 ftl types and the best combat system in any space 4x. If you've never played it, do your bloodline a favour and check it out. But ignore the sequel... we don't talk about the sequel.
 

iAmBlackEagle

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Wow, some huge changes!

I'm happy and sad at the same time.
I clearly get what you are trying here to achieve better gameplay/war balance and I would agree to most of your arguments that lead to this decision. Looking forward to have these balancing changes implemented.
On the other hand - from a role play perspective - the idea of warp is the more intuitive choice as in space you can travel in any direction you like. And I liked that a lot.

Just some thoughts on it (even though it is probably too late since your direction looks chosen I'd like to hear your thoughts on that @Wiz ):
  1. Would you consider implementing warp only as an alternative starting tech (meaning the whole galaxy has either warp OR hyperlanes)? Some things like distance, vision, etc. would then ofc have to be treated differently to hyperlanes which means some extra work. Balance-wise you could focus on the standard hyperlane only, all warp players would have to live with the less predictable warfare. That way all warp fans could go on playing their prefered style. And it would give modders a good starting point for warp only mods. Any chances for that?
  2. Another more drastic idea: make warp the starting FTL! In order to maintain most of the benefits you discussed in this diary I would let the warp levels 2 and 3 increase the max distance only by a bit and rather focus on the travel speed and more importantly the down time. You could increase the size of the galaxy (not the amount of star systems in it) resulting in (on average) longer distance between the star systems. That would also open more room for some separated areas of the galaxy only accessible in mid/late game (wormholes/gateways) which is a great idea to keep the exploring part alive longer in the game. Looking at warfare, the possibility to simply jump over ONE defensive border system would be given with higher chances at warp 2 and 3, allowing interesting aspects like splitting the fleet in half and engaging from 2 directions. But tuning the system distances/ warp ranges accordingly should prevent the ability to jump over lets say 3 or 4 systems being able to directly strike the core worlds first. One would then only need a second "ring" of defense to be fully protected. That way you could still have a choke-point like geography in the galaxy, just not reducing it to a single system but rather to maybe 2-4 systems within a small area. And you could still keep the flavor of hyperlanes by being usable by your warp ships for a lot faster travel between/along specific systems, like an intermediate step towards gateways (it should feel different from gateways, though). To make this feel somewhat rarer/more special not all systems would be connected by a hyperlane at the start of the game, focusing only on some main "roads" within the galaxy, giving again some strategic depth to what system to garrison with your military.
 

Riftwalker

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Rest in peace warp drives. Your 3 month recharge times will never be forgotten.

Since gateways are essentially mass-relays from mass effect, can we expect some kind of... new crisis event? *cough* *cough*
the contingency works fine enough.

"THE CYCLE CANNOT BE BROKEN"
 

Fjolsvid

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Overall, i'm in favor of the changes and curious just how much of effect it will have. Slowing the game down is one of them, i suspect.

Despite Warp being my go to drive in Stellaris, i can see that hyperlanes could work better for such a game and Jump Drives can be best described as Bypass drives and provide everything the warp drives could in a more controlled way.

As a passing thought here is one possible answer to the Interdictor conundrum:

In general Warp Interdictors would enforce a relatively long cool down time on an entering fleet (up to 45 days) in their effect zone no matter its type

For AoE devices:
Warp Interdictors provide a relatively big zone of effect (around 35-40 units in the old metric)
Warp Interdictors greatly increase time to activate FTL in their effect zone. Warp Interdictors reduce warp speed by 50% or 75%, resulting in a crawl.
OR
Per system
Warp Interdictor damages incoming fleets a little (10-15 percent of HP) and heavily damages outgoing fleets (30-45 percent of HP). Bypassing even 1 system would be debilitating to the fleets no matter their size. Even entering the opponents territory would result in requiring significant repairs.

Wormhole tech is indeed best as rare occurrences in the form lategame limited rule-breaker devices and a way to knit together large empires (due to natural abundance of wormholes or via gateways).

Warp Snares removed as their very effect of pulling ships is detrimental to the game and replaced with Warp Interdictors
Anyway you should make an exception to the sci-fi authors thing and name the next update after Dijkstra.

Oooh! Clever! Have a like, good sir!
 

kebzero

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As has already been discussed, I think it would be a good idea to keep warp drive around as a very primitive form of jump drives - it would obviously be significantly slower and the fleets would have to crawl across the map, allowing any defenders ample warning of their impending arrival (and be more than ready to take advantage of their arrival vulnerability).

My reason for wanting this is not so much the risky by-pass maneuver that true jump drives are supposed to enable, but to prevent situations where you find yourself boxed in by a Fallen Empire or Leviathan in the first few years of the game because of how the hyperlane network was generated. I've been there a few times, and it was not fun. I'm fine with pre-jump 'warp' being near suicidal in war situations, as long as it allows me to explore/expand beyond two systems in a 1000-star galaxy due to bad galaxy generation luck.


Regarding the Wraith leviathan - rather than have it be a 'roaming' monster potentially breaking hyperlane rules, how about changing it so that it stays in the system where it spawned, but make it so that the players could use special projects to 'bait' them to a nearby star of a more appropriate color? To prevent exploits, you'd have to control the star system to which you lure it, and if not attacked it would return 'home' (i.e. you couldn't bait the Wraith to visit the enemy, nor could you use it to guard a chokepoint of your choice for long).


How will the space cows (Tyanki?) move? Are they hyperlane travelers now, or have they instead set up certain star systems as their home pastures? Would be cool if they migrated between pasture systems instead, and got cross if you settled their pastures. Maybe it's time for a new version of the Xenophile Fallen Empire, set to protect non-sentient galactic wildlife (space cows, crystals, amoeba) the way the Spiritualist FE guards holy worlds?


As for the natural wormholes - can they also turn out to lead nowhere at all but have other benefits (say, science output for materialists, unity for spiritualists seeing the wormhole as a path to the Divine, etc)? Might a natural wormhole also turn out to lead to entirely unexpected places where you can't actually travel (i.e. other galaxies, the churning galactic core, or some weird extraspacial dungeon/trap set up by a precursor empire)?
 

NapoleonComple

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I feel like one thing the "I won't play non-warp games" people are missing is the fact that they've stated there will be an interconnectedness slider for games after this update. Crank it to max, every system is connected to all of its closest neighbors, and you've already got a pseudo-warp game as far as there being no real galactic geography.

I guess I just like the idea of having both hyperspace and warp in conjunction. I've laboured it to death already, but the choice feels nice. I'm still definitely willing to give the new update a chance. Actually being able to fortify your borders sounds cool for defensive play.
 

Mr Drone

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Wow. It's awesome that you took the time and effort to explain the why's of this huge change. As someone who's always ben against the single-FTL concept I appreciate it, especially since it's clear what way the community swings and you could've gotten away with simply announcing the change. So I won't linger on the "what could've been." It's clear that the changes may have many more upsides than downsides.

@Wiz However, having played a lot of Endless Space, Pax Imperia:ED, MoO and other standard 4X space games I do see some issues.

This makes empires feel a lot more like each other. Of all the choices in empire-creation FTL-type was by far the choice the player fealt most. Fighting a war against a wormhole/warp empire feels quite different too.
At the moment this will make warfare too landwar/EU4, predictable and deterministic. This isn't just curbing flavour but gameplay too IMHO. Hyperlanes being simpeler is a downside because it simply offers less choices.
With even less variables to form empires with I wonder at which point development will turn into trying to churn out more and more types of empires/DLC (hive, machine, pirate, nomads, parasites, ...) because the player-created "vanilla" ones don't offer enough variation for repeated playthroughs.
In an immersion-sense hyperlanes feel more arbitrary than wormholes and warp. Why is this road-network the way it is? Cuz. Choke-points like that are a very strange concept in space.
 

legofreak97

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Am I right to assume, that FTL-Inhibitors won't prevent fleets from leaving the System through a wormhole? Because technically it isn't an FTL-method anymore, so I was wondering, whether the inhibs only block Hyperspace.
 

durbal

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Fantastic. Finally, progress can be made. Trade can propagate through hyperlanes, border conflicts will be more common, doomstacks can (hopefully) be alleviated, etc.

If there's one gripe I have it's that you're adding sliders for options at all. It makes the game difficult to balance unless you just say 'Look, the game is balanced around the default setting. Use others settings at your own risk.'
 

Puschkin

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How will this affect the possibility to travel from point A to B, which are in your (allies) borders while the hyperlane or pathway for other FTL travel options connecting A and B runs through enemy territory? Do borders affect 'normal' space and hyperspace alike?
 

Wizzington

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Fantastic. Finally, progress can be made. Trade can propagate through hyperlanes, border conflicts will be more common, doomstacks can (hopefully) be alleviated, etc.

If there's one gripe I have it's that you're adding sliders for options at all. It makes the game difficult to balance unless you just say 'Look, the game is balanced around the default setting. Use others settings at your own risk.'

We already have settings that the game absolutely isn't balanced for, like 5x habitable worlds or 5x crisis strength. I think people understand that when choosing to pull a slider up to maximum, they are intentionally sacrificing balance.
 

MrGuyPerson

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I know a little backlash from some parts of the community was to be expected; however, I still can't help but be amazed by it. Like, I personally prefer wormholes, but there are so many game elements being addressed by this update that outweigh that 100x for me. Is it really so important how you move your little derps around the map if the devs can vastly improve the game play by removing one decision at the beginning of the game? Is it totally impossible to just crank the hyperdrive connectivity settings to max, and put on your make believe cap of imagination and call it warp? Or even get a warp mod? Literally unplayable? Mmm OK.
 
Last edited:

chrisjwmartin

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For what it's worth @Wiz I enthusiastically agree with all of these changes. I've felt from shortly after launch that Hyperlanes-only is clearly how the game ought to work, and I've been playing Hyperlanes-only since my first game. The new galactic terrain is a great idea too.
 
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