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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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mario94

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Tens of thousands of mostly-empty boring same-shaped hexes, whereas every star in Stellaris is at least somewhat interesting.

That doesn't validate how the feature is identic to a hyperlane system. It just means you don't like the game and opinions are not facts.

"Far closer" doesn't mean "is". That's disingenuous, and you know it.

That's a technicality. The gameplay is for all intent and purpose a free movement game.
 

Lucian667

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That's disingenuous and you know it. Galciv maps count tens of thousands of hexes where stellaris map has 1000 stars tops, not only that the tiles also all have 6 connections obviously to the adjacent tiles and ships can go through tens of tiles in one turn. The model is far closer to a free movement game than to a hyperlane based one. In fact there are no chokepoints in galciv.

You're completely right, lack of chokepoints is the key. Gal Civ doesn't have chokepoints, you can go in whatever direction you want and are not forcibly funneled into bottlenecks by unavoidable "space-terrain". So while not as pure an example of free movement as say DW, its still free movement for all intents and purposes. No road-map, no choke points. Good enough for me.
 
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brifbates

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If you're perfectly fine with the game not being balanced for other FTL methods at all, just wait for the inevitable mods that work around the new system.

You're assuming they are going to leave in the required code for modders to be able to do so in any sort of reasonably functioning manner. Personally, I doubt that is the intention based on some dev replies in the various threads discussing the change.
 

Praetori

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Yes but trade and espionage dont necessarily need to follow a certain ftl node. They can be abstracted to a certain point by distance alone.

Diplomacy definitely does not require this FTL change. Saying that it does, is like saying Russia needs a border with France in order to have a war in Eu4.

Right it doesn't, but it doesn't say that trade and espionage mechanics envisioned by the devs would be feasible or "good" given how FTL currently works.
And the French Russian analogy doesn't necessitate a common border but it doe necessitate that the French have to "hyperlane" with La Grande Armée through Borodino instead of wormholing straight into Moscow and back, at least for sensible Eu4 gameplay.

I don't fancy warp being cut entirely (though I do support Wormholes being given a makeover and pushed up the tech-tree) as a FTL method (I'd much rather seen it reworked) but if it means added depth in other areas of the game it's probably for the best.
If I was in any position to decide or make choices I'd chose variable and dynamic hyperlanes over mixed FTL-methods any day. The more I read about it and read peoples comments I'm becoming more positive to the whole concept. There are so many intriguing stuff that they could add (to not make hyperlanes, wormholes and gates bland) that simply wouldn't work (or be meaningless) if present-release wormholes and warp was retained. There's no "mystery" in WH or Warp FTL galaxies. That weird star-system behind a veil of nebulae are accessible once you've bumped the tech-level to reach it, no exploration or pathfinding required, just point and click. Staging an assault requires no backhaul. Just point the ships in the right direction and jump or wormhole there. It makes even the largest Stellaris-maps feel small and your dispersed QRF fleet sitting at various WH-stations makes dealing with any raiding threat nothing more than a micro-management annoyance.
 
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BlackUmbrellas

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You're assuming they are going to leave in the required code for modders to be able to do so in any sort of reasonably functioning manner. Personally, I doubt that is the intention based on some dev replies in the various threads discussing the change.
Have you missed the parts where Wiz talked about keeping in communication with modders, or how they might very well figure out a more "Warp-like" exception for things like the Wraith?
 

monsterfurby

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Outside of DS9, how many chokepoints can you think of in Star Trek? How many "terrain" features and chokepoints played a role in the dominion war, the klingon-cardassian war, the klingon-federation war, the federation-cardassian war? DS9 is ONE chokepoint in a galaxy void of such points. The only other chokepoint ever really mentioned in Star Trek was he Transwarp Hub in Voyager. These are beasically the only two significant chokepoints in the canon.

Wolf 359 wasn't a battle for any particular planet, more of a meeting engagement with a Borg vessel en route to Earth (though they had encountered the equivalent of a subspace snare beforehand).

It's not necessarily literal chokepoints as established in canon lore, but often just designated meeting areas used as a plot device.

It also has mostly automated gameplay.

FTFY :p
(Yes, yes, optional, I know. Too good an opportunity to pass up though.)
 
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brifbates

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Have you missed the parts where Wiz talked about keeping in communication with modders, or how they might very well figure out a more "Warp-like" exception for things like the Wraith?

Sure, I saw this little gem:

"We have reached out to modders and if they feel they need something they can ask" (or something like that)

Note he gave 0 assurances of them getting what they feel they need, just that they can ask for it. Since one common request is to enable the original warp and wh systems through modding and a dev said "not happening" I'll retain my skepticism.
 

BlackUmbrellas

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Here is a "warp like exception": "choose randomly a system in between 20-30 hyperlane step distance and teleport the beast there."
Or it could be a highly modified version of the Jumpdrive that's been tweaked to emulate Warp. Who knows! I doubt there'd be no way to fudge Wormhole Generators and Warp Drives if a modder cared to try.
 

MMMMPH

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The choke point fortress example is justified by the presence of the wormhole, not by God/Creator/Demiurg/whatewa algorithm of choice spawning glass walls in between nearby star systems except one.



Look: generally speaking in sci fi strategic systems do exists also outside wormholes in lieu of their position and the limitations of the FTL technology in that universe. So for instance an isolated system in between two galaxy arms could still be the key to travel in between the two even with warp or wormholes if their range were limited and there were some sort of supply mechanic in place. And the same could happen for a system located at the entrance of a "safe tunnel" in a stormy nebula and so on. You would still have all the strategic and mechanical reasons consider these an asset and to fortify them.

Current Stellaris FTL ranges/speed are to insane there is no doubt about it. As there is no doubt that choosing one path or another has little strategic value. Yet this doesn't justify the presence walls in between the stars.

Hyperlanes only is just a cheap 2nd hand design that sure works mechanically but it has little of interesting and nothing of fresh. And for sure there is nothing to brag about it ("we are proud we can do it", "to go boldly go where no man" and the likes) but rather feel embarrassment.

That's just your opinion. Neither hyperlanes nor warp makes any sense from a scientific standpoint as they are both physically impossible according to known physics. But from a sci-fi stand point, hyperlanes makes sense just as much warp does. If you're travelling many times the speed of light, gravitational irregularities, objects or just space dust would presumably be deadly if you went straight into them, and such clear safe paths are needed. Now I understand why you don't like hyperlanes, you're free to have your preference. But if your argument against removing warp revolves around warp being better, then people who prefer hyperlanes will just disagree with you and you won't have achieved anything.

I'm not saying that we're necessarily ever going to convince wiz that it's a bad idea to remove warp, but you will never change his mind by saying that hyperlanes are stupid.
 

ZagatoMKR

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@Wiz First of all, tank you for interesting and refreshing upcoming changes to the game!

Now for my question, will new hyperlanes be moddable? I want to make hyperlane travel quite slow and to speed it up players would need to build "acceleration gates" at entry/exit point (in pairs).

Cheers.
 

WebShaman

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Like 80% of the dev diary is meticulously laying out reasoning for the change and explaining "Why". You might read it and disagree with the reasoning, but if you read it and are still asking "Why", I suspect you didn't read it very closely.
This is a bit dishonest on your part.

It is never explained WHY the code for the 3 beginning ftl choices cannot be left in and just let us have our choice.

Rather, we are told their reasons for the changes that they are making and we are bluntly told "no, the code is not staying in. End of story."

That is not an answer.

I know all the other stuff - I read it. I haven't commented one way or the other on it.

I am more concerned about this abrupt about face.

We were given choice the whole time, then a sudden "nope!".

I don't care if it is "balanced" - just leave that code in so that those who want this can play it that way.

Where is the harm in that?

It doesn't affect anybody's gameplay negatively - the Hyper only crowd won't be affected by it.

They can choose Hyper only and play like the Devs want.
 

~Robbie

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Since one common request is to enable the original warp and wh systems through modding and a dev said "not happening" I'll retain my skepticism.

I hadn't heard about this, and I'm a little heartbroken now. I was really hoping mods to play the old way would be possible.

As somebody who thoroughly enjoys the other FTL types, it feels like a punch to the gut to not only lose those options, but to find out that we won't be able to mod them back in.
 

Tavior

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I'm still waiting for all these awesome free movement 4X games... Without digging too much in the past, right now there are three major 4X space games on the market:
-GalCiv3 is a hex game with classic turn-based 2D movement (the best choice, IMHO)
-Endless Space 2 has starlanes
-Stellaris is moving to starlanes

So here we are.

You might want to try out Stars in Shadow. Everybody is using "warp-drive" and the map is much smaller relatively to Stellaris.
 

Malecord

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That's just your opinion. Neither hyperlanes nor warp makes any sense from a scientific standpoint as they are both physically impossible according to known physics. But from a sci-fi stand point, hyperlanes makes sense just as much warp does. If you're travelling many times the speed of light, gravitational irregularities, objects or just space dust would presumably be deadly if you went straight into them, and such clear safe paths are needed. Now I understand why you don't like hyperlanes, you're free to have your preference. But if your argument against removing warp revolves around warp being better, then people who prefer hyperlanes will just disagree with you and you won't have achieved anything.

I'm not saying that we're necessarily ever going to convince wiz that it's a bad idea to remove warp, but you will never change his mind by saying that hyperlanes are stupid.

I won't blame you if you miss some of my posts in this 207 pages.

Now I understand that hyperlanes exists in many sci-fi lores. Star Wars above all. But they never entangle invisible walls. In Star Wars they are just beaten space roads where your hyperdrive can move your ship blindly at impossible speeds through a safe portion of space without risking collisions. But in Star Wars nothing prevents you to travel at slower speeds outside. When you exit an hyperlane and enter another you do so in normal space. And since hypelanes are modeled around roads they don't even stop at each individual system like in Stellaris graph like maze. There are "hyperhighlanes" that cross the galaxy from one side to the other.

But even taking this outside account they are not a thing given to people by the Gods. You have an hyperlane when somebody explores and maps that part of space and mark it as safe. With some other slower but unrestricted faster than light engine like warp or whatever. It's not that you look at the sky and see lines connecting the dots.

I understand (and never really understood why it wasn't the case) the necessity to give all allied empires the same movement rules FTL types. Ok you start with one but it never made sense you then cannot change it along the way. It makes also sense to create preferred/optimal movement routes in between stars, so that you as an attacker preferably want to move your military on that route to avoid penalties. And conversely you as a defender want to fortify to make less optimal this attack path. Strategic choices, the opposite of nobrain "oh a choke point let's doomstack it". There are options to achieve that even if they require some creative effort.

But encasing stars systems in glass walls is nuts. Especially after the original design got this correctly. As it makes no damn sense the hyperlane based sensor system. Really? Your sensors can instantly detect stuff that is hundreds of light years away but it needs to bounce from start to star according to some arbitrary placed glass wall?

Ok to the "it's just game, all invented, against evidence, nothing is real" thing but the game should at least pretend to also be "sci" in addition to "fi".

It's not hyperlanes that are stupid. It's a sci fi universe with hyperlanes only that is stupid. Because it either means glasswalls or that people reach for the first time the stars with a fully comprehensive star map of all the available hyperlanes without anyone actually go there first to check there are no obstacles in way, remove them if there are and maintain the lane free over the years (lane maintenance). With some other FTL ofc (unless we assume it takes thousand years just to "make" one).

And by the way hyperlanes are not straight lines. So even if it is possible that no known hyperlane exists in between two systems, it's hard to justify why it cannot be built/discovered later (unless yeah... the guys invented hyperdrive before warp and some divinity or kind ancient race left them with a starmap of the existing lanes ).

And then I there is also the argument that a game with hyperlanes only is less interesting strategically speaking. But it's ot for this reply.
 

Creamu

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This is a bit dishonest on your part.

It is never explained WHY the code for the 3 beginning ftl choices cannot be left in and just let us have our choice.

Where is the harm in that?

It doesn't affect anybody's gameplay negatively.

Because leaving in random bits of code that Paradox no longer official supports could cause buggy problems in the future? Thats probably exactly the reason why they dont want to leave the code in the game. Debugging probably isnt fun. And getting rid of however much thousands of lines of code they dont want to have to deal with is probably ideal.
 

BlackUmbrellas

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It's not hyperlanes that are stupid. It's a sci fi universe with hyperlanes only that is stupid. Because it either means glasswalls or that people reach for the first time the stars with a fully comprehensive star map of all the available hyperlanes without anyone actually go there first to check there are no obstacles in way, remove them if there are and maintain the lane free over the years (lane maintenance). With some other FTL ofc (unless we assume it takes thousand years just to "make" one).

And by the way hyperlanes are not straight lines. So even if it is possible that no known hyperlane exists in between two systems, it's hard to justify why it cannot be built/discovered later (unless yeah... the guys invented hyperdrive before warp and some divinity or kind ancient race left them with a starmap of the existing lanes ).

And then I there is also the argument that a game with hyperlanes only is less interesting strategically speaking. But it's ot for this reply.
...what are you basing any of this off of?

Good to know you think The Mote In God's Eye is a bad novel, though.
 

FerrusR

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I won't blame you if you miss some of my posts in this 207 pages.



It's not hyperlanes that are stupid. It's a sci fi universe with hyperlanes only that is stupid. Because it either means glasswalls or that people reach for the first time the stars with a fully comprehensive star map of all the available hyperlanes without anyone actually go there first to check there are no obstacles in way, remove them if there are and maintain the lane free over the years (lane maintenance). With some other FTL ofc (unless we assume it takes thousand years just to "make" one).

And by the way hyperlanes are not straight lines. So even if it is possible that no known hyperlane exists in between two systems, it's hard to justify why it cannot be built/discovered later (unless yeah... the guys invented hyperdrive before warp and some divinity or kind ancient race left them with a starmap of the existing lanes ).

And then I there is also the argument that a game with hyperlanes only is less interesting strategically speaking. But it's ot for this reply.
Why is it difficult to imagine that hyperlanes are natural occurrences like ocean currents? Because you don't want to?
 
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