Well I think they hinted in the stream that making every galaxy require the hyperlane routes would be more interesting (tactically speaking) compared to the generic blobbing it is now.You don't need to force it to hyperlane, I would argue only wormholes and jump drives don't need the directionality. But for warp, you can play with multiple things, heck you I would argue you don't even need to slow anything down. Merely forcing the fleet to move to the other side is enough to "slow" FTL.
However, I feel a problem along the way. It might be difficult to "retain" the perceived advantages of each FTL type when you slow things down, that assuming PDX doesn't restructure everything.
For me, I think the FTL choices would be more interesting with the following options:
- All players always use hypermaps
- Warp has a shorter windup, but a slightly lower travel speed and a long cooldown period. As a bonus, they can travel from anywhere in the system.
- Hyperdrives have medium windup & medium travel speed, but a short cooldown at arrival.
- Wormholes remain the same, with long fleet-dependant windup and faster travel speed and a short-medium cooldown, windup/cooldown time can be cut in half with a (cheaper) wormhole station present on either side. (can be enemy station as well to make it more interesting)
- Jump drives get the best of all worlds give or take, with short-medium windup, short cooldown and atleast wormhole speed (+50% for psi) combined into one package.
- As an extra, Emergency FTL timers are now dependant on the windup time (starting only after cooldown time) rather than a fixed timer.
Results:
- Tactical maps (and unique each game)
- Warp is great for more pacifist/cautious plays, as it's slightly benefits fleets inside systems jumping only a few systems further. Best tech for defensive fleets or getting caught of guard. The ideology here is that warp tech 'catapults' you to your destination, so after a jump you need to charge up the warp banks again, but once charged are easier quick to access.
- Hyperdrives are the median tech, being faster than warp on longer distances, but being able to move quickly once arrived. Ideology: You access a hyperspace slipstream (as explained in Advanced Quantum Mechanics 403) and ride this interstellar highway. Accessing this hyperspace takes most of the effort, thus shorter cooldown afterwards and because it's a slipstream you move slightly faster than warp.
- Wormhole tech would allow for a bit more strategic micro, with a superior speed within your own borders, as well as surgical strikes across borders for a first offensive in warfare, but being able to be 'snared' by destroying their wormhole stations. Ideology: You create wormholes to travel near-instantly to the location. Ships now have their own wormhole generator, but a station is can generate a single large one faster, which means you also guarantee to arrive 'in formation.'
- Jump is sort of the culmination of all techs, abusing wormholes to another (smaller) dimension and move there through warp/hyperlanes.
- Emergency FTL is now more balanced around the effective tech with (cooldown+)windup being the limiting factor.