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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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Peko?

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As a compromise, could you add lots of empty nodes so that there is a lot of "deep space" between each system, allowing players to sneak around and whatnot? Kinda like how there's lots of sea provinces between the continents and islands in the other Paradox games?
Considering the other changes coming with Cherryh that sounds absolutely horrible.
 

safe-keeper

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Considering the other changes coming with Cherryh that sounds absolutely horrible.
Sorry if this sounds like a stupid question, but how so? Keep in mind I haven't been keeping up with DDs, so there's probably some features I don't know about :p .
 

Master Kane

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I think there are really some cool ideas coming, but i still don't understand why you should kill warp and wormhole...??? :confused:

Personally i really love the starbase game play but that to make that work all you need to, is to make some changes to the galaxy generation:

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.

When these 'choke points' are generated all you need to add in is the distance to the next planet;
If the distance between them would be on max warp/wormhole distance, so they can not jump to the planet behind it, you will have a natural 'choke point'.

Sure there must done some tuning between the 3 FTL forms (for example make warp travel really slow), and researching upgrades and stuff can make it way more interesting.


Just don't kill the FTL forms, choose the better (and cheaper) solution! ;)
 

Dutrius

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Wow, still no dev responses? Really?

Welp, there goes all my trust in Paradox. It's very unlikely I'll support them ever again now. They've gone from my favorite publishers to blacklist in one update.
 

Vitruvian Guar

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I just do not get it, what's so messy about space combat? You have to be able to predict what you want to defend at all costs, what you want do attack, what you can do without.

Obviously you value your developped colonies which produce high amount of resources. But a good strategy also allow you to do something about it before the war is declared and the enemy's armies are already at your door. Some preparations that allow you to get an advantage in battle, to defend yourself even against larger force or a clever way to attack in an unpredictable way when the defender belives he has overseen all. The current version of Stellaris is lacking such aspect. A defender can just wait for the enemy to actually attack one of his systems to move there his fleet the only preparation that can be done is "build bigger fleet". Chokepoints will fix this. And if you like games with such mechanics you definetely understand how they can be used.

Cheesing can be fun sometimes. I enjoyed running from a hyperlaner FP while attacking his spaceports using my brand new jump drive. But again, it was a hyperlane only game so there was at least some order and I could predict his movements and escape from engaging effectively. Anyway generally fleet intercepting and protecting from it is a huge mess with lots of micromanagement. More on that below.

If i wanted to have chockepoints i would have played a 2D WW2 strategy game or a Total War game.
(which i both like).

This is exactly how space combat should look like. And by having so many target of opportunity the war becomes a way more offensive than ultradefensive.

It is a very debatable thing: "How space combat should look like". If I try to imagine it from scratch I think it should be about planet and systems rotation and celestial bodies gravitation in 4 dimensions. Taking advantage of the gravitational maneuvers and relative time while not crashing into planets should be vital for fleet movements and battle tactics. And as the positions of the planets and stars are indeed predictable it should be possible to intercept enemy's force.

Some people argue that without wormholes and warp, Stellaris system will become somewhat 2D strategy in space decorations and not a real space one. But, frankly speaking, it has always been that way and we were totally fine with it. We have just not noticed that while there've been enough of those decorations. Why so? Probably because of some classic science fictional settings, like Star Wars, which made us think that ships unpredictably popping out of nowhere is totally a space thing. This mechanic can be fine enough for an rpg where you always need a way to escape, but a bad one for a strategy when you need to be in charge of things and plan ahead.

So lets be clear. We are not comparing an authentic space experience versus 2D ground startegy with stars on the background. We are compairing 2D strategy with hardly counterable teleportation versus 2D strategy allowing to actually implement some tactics. And the last one is superrior.

Sad news, but I guess I'll just have to give it a chance.

Except, of course, I really, really dislike hyperlanes. My first 4X game was Stars!, which had a coordinate system and let you go where-ever you wanted -- sort of like how sub-light travel within star systems works in Stellaris -- and after that it just never made sense to me that when you're in deep space, you have to follow certain "roads" between Point A and Point B. Not only does it make no sense realism-wise, it's also bad for gameplay in my eyes because it makes things like sneaking a fleet into enemy space much harder, if not impossible.

Have you considered that hyperdrive in stellaris is much closer to sub-light travel within system than ony other? Especially after it will be made so ship will have to actually move to the corner which is the closest to the destination system. Ship will spend the most time in the system which is both good for inteseption and avoiding it, as you will see enemies fleets going after you. Now compare it with warp when ships spends lots of time outside of the system (in hyperspace ;-) ) - less time you can catch them and no way to turn them back if needed. With jump and wormholes it is even worse. The only way to catch these teleporting guys is to time their arrival from the right corner of the system. And if you don't want to be engaged in battle you have to watch all the enemy fleet in a large radius all the time. Such micro is more pain than enjoyment. As for stealth... we probably will have some of it in later updates. Right now it will be about making gateways to move your fleets from new directions and clever using of jump drive. It will be harder, but why should it be easy to bypass enemy defense?
 
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Seb_Jean

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Wow, still no dev responses? Really?

Welp, there goes all my trust in Paradox. It's very unlikely I'll support them ever again now. They've gone from my favorite publishers to blacklist in one update.

Their decision was clear and it was clear that whatever the number of posts in this thread wouldnt change their minds. No surprise there.
 
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Scaleslizard1

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y
That's the 4-point diamond warp bubble thing, right?

There are more than a few edge cases/problems with the idea.

Obviously, the defender can still use FTL to cross the bubble, or can he?
What if my empire is inside yours and you create the protection? Am I now locked out of the rest of the galaxy? Can it be used as a prison of sorts?
What if two empires are intermingled? If one creates a bubble, does that destroy the other empire's ability to travel/trade within itself? If both empires create bubbles that intersect, what happens? What if all 4 of your emission points are well above the galactic plane, but half your systems are below it? Are they protected still?

And then there the basic problem that you need to develop your empire in a shape where putting a diamond around is possible (i.e. you have at least 4 systems where 3 aren't in a line ) and in positions where your important territory would be protected.

If the answer is the bubble stations can be constructed in a system without a colony, how do you stop someone rushing the construction of 4 bubble generators as far apart as possible to create a bubble that grabs half the galaxy or so?

How is the defender supposed to protect the generators? The need to be a fair distance apart so a single fleet probably can't be stationed to protect them all through interception which means splitting a fleet in parts. But, the game design tells us a doomstack will wipe the floor with a split fleet and suffer negligible losses so the fleet defence can't succeed unless you are already so powerful that your partial fleet is at least as powerful as the enemy's doomstack.

1. yes he can otherwise there would be no point

2. the bubble would be three dimensional potecting all systems below it that you control. systems not under your control would remain unprotected

3. This could be a module for starbases, and when coupled with a star base defense platform could be protected with static defenses. this would also prevent the construction of these projectors in unclaimed systems

4. the bubble would be flexible allowing changes of shape as opposed to a strict diamond shape, as long as four corners are present

5. if your empire is enveloped by another you still have access becuase the bubble does not protect unclaimed systems

6. the bubble would be unable to cast it field across borders

thank you for you time
and please consider what I have said

Edit: just wanted to say those were valid criteria i dont want to come across as some kind of a jerk here. thanks
 
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Someguy1400

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I don't normally post in these things but I have to say this has pretty much killed the game for me - no more updates beyond 1.9.1 for me, and no more DLC.

I don't want hyperlanes in a space game. What I want is to be able to freely warp to anywhere within range rather than being restricted to implausible roads between stars - just like in practically every science fiction book, movie and TV show in existence that features FTL. This is one of the basic parameters that I expect any space 4X to work within, and one of the biggest reasons I bought Stellaris to begin with. And (as with the MOO2 remake) I'm frustrated as hell with game devs deciding it's all too hard to work within these parameters and introducing ridiculous "space roads" instead (the one space 4X that is unanimously regarded as great - the original MOO2 - did NOT do this).

I don't want choke-points or "space geography". I want a game that's actually set in space. How you defend your borders when those borders exist in an empty void (with static defences/agile fleets covering an area of space/warp dampening/etc) - and, by extension, what it means to say that an empire controls a region of space - is part of the world-building that makes a space game interesting, and is one of the most interesting problems it has to solve. Insisting that everyone who travels in space has to go down little paths that connect at choke-points is basically dismissing the problem in favour of easily-implemented (if completely implausible) game mechanics, a kind of world-building deus ex machina. It leads to games which feel as if you're playing on physical terrain. Although increasing the number of hyperlanes to the point where there's one connecting every star (if this is possible) would solve this in theory, for me at least having to go to a specific place in a star system to warp out, as well as the fact that I'm still being told I'm using hyperlanes, still kills it for me.

What's really crushing about this is that, since the changes are intended to alter how wars work, I'd imagine it's going to be difficult for anyone to mod the game to warp-only or back to the present system - future updates will be based on the assumption that gameplay is based around hyperlanes.

Ultimately, for me at least, hyperlanes are more of a deal-breaker than whatever problem they are supposed to solve. I don't buy hyperlane-based space games, I don't like being told a game I've already bought and put a significant amount of money into is going to turn into a hyperlane-based game, and while I guess I can just not install the update, I'm feeling pretty cheated over this.
 
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Peko?

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Sorry if this sounds like a stupid question, but how so? Keep in mind I haven't been keeping up with DDs, so there's probably some features I don't know about .
Mostly the new border mechanics (read more about it in DD #91). You'll have to claim every system you want by spending influence, adding a bunch of empty nodes (it sounds like they would have to outnumber the ordinary star systems to accomplish what you want) into that system sounds awkward at best.
Either you’d have to treat those nodes as empty star systems and claim them one by one, even if you zero the influence costs that sounds like pretty pointless busywork most of the time.
Another way would be to automatically claim those nodes when you claim a nearby star. Then you run into some of the issues that PDX seems to want to get away from with the border rework.
Or you could just let those nodes be unclaimed with lodes of essentially unclaimed space between the stars. That doesn’t sound like something I’d want in Stellaris but I could see a system like that being interesting.

You either have to reduce the number of actual stars in favour of empty space nodes or dramatically increase the number of nodes in the hyperlane graph. If you go the first route, well then you get a lot fewer stars which I don’t think is desirable. The second way would (probably) decrease the readability of the hyperlane map which isn’t great. There are also potential performance issues with this route.

That’s broadly the issues I see with such a system.

My problem is that they aren't even acknowledging peoples concerns or doing more to explain their reasoning behind the changes.
They've done so already in the DD and the dev responses.
 

Grubnessul

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They've done so already in the DD and the dev responses.
Well, they never really addressed the real concern, that there are no rail roads in space. The cool thing of space is that there is no terrain. And now they remove the two actually cool FTL travel methods and leave the most boring, overdone (which Master of Orion clone doesn't have lanes?) systems.

Warp and portals were fine, hyperspace was the FTL than should've been axed.
 

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Well, they never really addressed the real concern, that there are no rail roads in space. The cool thing of space is that there is no terrain. And now they remove the two actually cool FTL travel methods and leave the most boring, overdone (which Master of Orion clone doesn't have lanes?) systems.

Warp and portals were fine, hyperspace was the FTL than should've been axed.

I understand you feel that way. I disagree with you, but asking a developer to justify every decision they make in regards to a game isn't going to happen. They've outlined in broad strokes why they've made that decision in DDs. Whether you accept their explanation is up to you, but pretending they made these changes and didn't say anything about them at all is a bit disingenuous.
 

Spaceninjanate

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I don't normally post in these things but I have to say this has pretty much killed the game for me - no more updates beyond 1.9.1 for me, and no more DLC.

I don't want hyperlanes in a space game. What I want is to be able to freely warp to anywhere within range

I don't want choke-points or "space geography".


I'm with you. I've been pretty sore about the loss of warp drive, but then I read the post again and noticed there will be a slider. This slider allows you to increase or decrease the number of hyperlane connections to stars. So I've got some hope still. Maybe it won't be warp, but it can *feel* like warp. And if it feels like warp, I'll be satisfied.
 

Vitruvian Guar

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Well, they never really addressed the real concern, that there are no rail roads in space. The cool thing of space is that there is no terrain. And now they remove the two actually cool FTL travel methods and leave the most boring, overdone (which Master of Orion clone doesn't have lanes?) systems.

You do not have to consider hyperlanes to be railroads in space. They can be just some safe routes free from asteroids/other celestial bodies, dangerous radiation/gravity and so on. That would also make sense why ships will have to go to the right border of the system and not just warp through the star. Guess what happens when you collide with something having mass on FTL speed.
 

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You do not have to consider hyperlanes to be railroads in space. They can be just some safe routes free from asteroids/other celestial bodies, dangerous radiation/gravity and so on.

This doesn't explain why I literally cannot go off-route *at all,* either at lower speeds or at some risk. Or why I can't just stop part way and 'pull over' to the side.

Strategically speaking, "railroads in space" is really the best analogy for how they play out.
 

stilgarpl

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This doesn't explain why I literally cannot go off-route *at all,* either at lower speeds or at some risk. Or why I can't just stop part way and 'pull over' to the side.
You can't do that with warp in current version of stellaris as well...

Right now, for me, all methods of travel (warp, wormhole, hyperlanes) are the same. You jump from system to system. The difference is wait times before and after jump, where you can jump and how many fleets can jump at the same time.

For example, you can't go "around" a small empire, even using warp, if there are no star systems near that empire, even if your warp ship would have the range. This is not a free travel. We only have three (four, with the actual jump drive that doesn't have most limitations) flavours of the same "jumping" FTL.
 

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This slider allows you to increase or decrease the number of hyperlane connections to stars.

But only to immediately adjacent stars - I think this just prevents some immediately adjacent stars being arbitrarily cut off (which would otherwise happen to form "islands and choke points"). I could be wrong, but I don't think you're going to be able to set the slider to the point where hyperlanes will connect you to all the stars that would be in even early-game warp range (and of course, range increasing with technology will not be a thing).
 

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Right now, for me, all methods of travel (warp, wormhole, hyperlanes) are the same. You jump from system to system. The difference is wait times before and after jump, where you can jump and how many fleets can jump at the same time.

For example, you can't go "around" a small empire, even using warp, if there are no star systems near that empire, even if your warp ship would have the range. This is not a free travel. We only have three (four, with the actual jump drive that doesn't have most limitations) flavours of the same "jumping" FTL.

"Where you can jump" (to anywhere in range vs. to a few adjacent star systems that are connected with little lines) is a pretty big difference, to me at least.
 
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Bridgecommander

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I bought and play Stellaris for one reason, and one reason only, Mods, specifically Star Trek: New Horizons and Star wars, both of which do not use hyper-lanes. Even in the vanilla game, there are strategic advantages and disadvantages to every form of travel, I liked that, it added to the realism of the game that not all species out there would magically come up with the same form of travel. IMHO, it's not right to change such a critical game mechanic after your game, if there were people that had problems with some of the FTL's, well, the game already allowed you to universally apply one method to all races.

Since "it ain't over till the fat lady sings" I'm appealing to the developers to leave the other two FTL methods in, even if it's only for the modding community, we obviously have learnt to embrace their "drawbacks". Personally I've never noticed them.
 
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