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PhilUK

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So I was thinking about how stellaris has changed the genre with rich storytelling and in depth political system in a genre that has been saturated by many 4x games over the years. The one place where I feel stellaris comes short at times is FTL mechanics. I understand the simplicity of warpspeed and hyperspace(grid) and wormhole stations. I want something that requires a lot more attention to manage and strategize it would open opportunities for potential crises to storytelling.

An Example:
The borg transwarp network is quite a complex system, there is a central structure called the Transwarp Hub that powers corridors throughout space. These are then extended by the construction of Interspatial manifolds/Apertures (ST lingo) that craft travel through while within the tunnel and exiting at a conduit (point in space).

Translating that into gameplay could be done like this, Limit the number of Interspatial manifolds/Apertures per hub (build more points to support apertures) and to each other and allowing hubs to be directly linked together. For the exit allow a number of exit points that cost energy to alter and maintain and have a range from the Aperture to surrounding systems.

If implemented this is something that would be built over the course of an entire game giving you something to work towards as a form of super warp without Cooldowns throughout the network. Building Apertures in other species space would have consequences of course.

Though this idea might not be as good as say Psi-Jump Drive. It would add flavour to the galaxy. I don't think FTL should all be born equally but negatives in how they use and the effects they would have upon gameplay and the galaxy.

tldr: nerf op ftl, gib borg drive
 

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Slynx

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is it just another hyperlains or a mix between hyperlanes and wormholes? cuz your description is a bit confusing
 

PhilUK

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Some time ago Wiz wrote on twitter that asymmetrical FTL are a pain to balance, I highly doubt we will see any new FTL types.

That would be an absolute shame, I hope one day Paradox will take another look at how FTL is balanced and implemented.
 

Assalander

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Sorry but no. It's not just balance, wars between AI empires are just too often a mess because of the different FTL methods. I hope Wiz will find a way to more or less remove them from the game, unless as an option. In the meantime I can luckily play in hyperlane only galaxies, but removing the others altogether would greatly help tje team in balancing the game and making it work for the AI.
 

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I wouldn't mind there being more Advanced FTL types to research.
TransWarp drive for Warp, TW being Warp but better.
Slipstream Drive for Hyperdrive, SD simply revealing MORE lane to use.
Wormhole Generator for Wormhole. Either a Part or a Section type that allows for generation of wormholes anywhere by a Battleship, with a increase in time taken and decrease in range over a normal station.
Each requiring MkIII in the respective drive techs AND at least Antimatter Reactor tech to unlock for research.
Jump Drive should just become a generic advanced FTL.
 

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as mentioned before, Wiz has mentioned the headache in Combat and War balance given the 3 different FTL methods- which I imagine isn't made any easier by the later inclusion of Jump Drives(both regular and Psi variants)

Given this, I highly doubt we'll see any new added- as nice as it would be.
 

Azuraal

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Sorry but no. It's not just balance, wars between AI empires are just too often a mess because of the different FTL methods. I hope Wiz will find a way to more or less remove them from the game, unless as an option. In the meantime I can luckily play in hyperlane only galaxies, but removing the others altogether would greatly help tje team in balancing the game and making it work for the AI.

Well the problem with removing other FTL types is that I'd argue that wormhole FTL is that most interesting and most worth keeping, and I'm quite sure that none of the 3 FTL types would get majority of support.
Besides, what is more important, asymetric FTL is one of the core characteristics of stellaris and I'm sure many people's reasons to buy the game included this one.

Balancing FTL types isn't impossible, it will just take time and good ideas.

which I imagine isn't made any easier by the later inclusion of Jump Drives(both regular and Psi variants)
From mechanics point of view jump drives are just buffed warp drives for late game, so they do not need to be balanced, just not overpowered.
(although I'd like to see jump drives being changed into very fast but very power hungry FTL for scouts and raiders)
 
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