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PirateJack

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I like the idea as a measure for potentially getting out of tight situations where you're blocked in by other empires. It does raise the question of breaking immersion, though, as the starting STL engines are based on modern chemical rockets, which are nowhere near powerful enough to achieve anything close to relativistic speeds, which would be necessary to make any interstellar travel in times measured in years rather than millennia. Perhaps it could be used as an event, rather than as a typical travel measure. You can send a colony ship or an expedition fleet off towards the nearest star with engines that are simply designed to continue accelerating to relativistic speeds in a straight line. They'd then move out of your control and have the potential to start a new empire on a habitable world.

Kinda like how the Commonwealth of Man got started.
 

Nyrael

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Even if you keep it, it doens't mean it will keep working. For example, we have Embassies: after they were removed, modders could return them as they remained in the code. But since they were an unsupported feature, another feature broke them in the following update.

Warp, I imagine, would break immediately.
 

semaphore

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So why can't the warp drives just be kept the way they are, just only unlockable through mods @Wiz ?

Why do you think it won't be unlockable through mods? Developers in general don't usually remove functions from their code. Most likely all it'll take is changing a few strings in the define files to re-enable warp drive. Worst case scenario, the description given for the new Jump Drive sounds like it can be modded into warp drive as well.
 

Bob_Herzog

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Well the only way it could work if it was limited. What such a system needs is limitation on how much fleetpower you can get through without fighting the base.

Like only fleets below x% of the starbase fleetpower can bypass it and likley only small ship classes. So you can get in some small raider fleets of corvettes and destroyers and maybe special cruisers that are designed to be raiders and thus are inherently weaker than "real" cruisers (build for trade war rather than for line battle). Also to avoid people just splitting their fleets and sending them through and reuniting there needs to be a mechanism for that.
  • It could be that while you can punch through you have no controll which lane they take into enemy territory thus sending several small Fleets through will often lead them to end up in different systems that not nessearily have easy lanes to link up again (and it will take time due to being force to do sublight flights to the lanes you need to go and so on).
  • There could be a supply system so that unless you have a path without Starports blocking it your Fleets suffer penalties to fighting power as soon as you have a certain amount of Fleet power behind the lines (the amount would have to be determined dynamically though likley again takeing the blocking base(s) into account).
  • There could be a timer for punch throughs. So you can send a small force through and only small ships but only every 6 month per Base.
A general module available for every ship either would have to be so expensive and power hungry that it cripples the ships to much to not be the go to option for any design. But with such power and cost installed noone would use it then because you could bypass the bases just to certainly die in a battle with the enemy Defense Fleet.
 

semaphore

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The code is changing.

I don't know the code of Stellaris, but I'm a software developer and I know how it is to do a change of this magnitude.

They are redesigning most of the FTL system. The old code may no longer work with new FTL. Keeping it as an option may not be possible. At the same time, it may just work, but by keeping it for the modders, they are forcing themselves to fix it whenever they change the new FTL.

They most likely won't touch the code for warp drive. Probably all they'll do is modify the exported files to remove warp drive components, so a mod should be able to re-enable it easily enough. Of course it'll render all the new systems designed to work with hyperdrives moot and probably be horribly unbalanced out of the box, but I see no reason why they'll remove the mechanics completely from the source.

In fact Wiz floated the idea of letting some leviathans keep warping, so clearly the functionality will remain in the code.
 

MrThund

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Just a thought. Why not allow science ships to have Warp Drives (maybe other civilain ships) for exploration? It makes more sense to me for us to have a real TI and not be able to see hyperlanes without sensors "sensing" them. So, why not allow Science ships the ability to warp? The "in-game" reason could be something like "warp cores are too unstable for combat craft".

Exploration is one of the best parts of this game. Why not keep it unique and not limit it to the hyperlanes? Once other empires start showing up. Explorations becomes less fun in a hyperlanes game. They start shutting you out and you either have to go around or stop exploring entirely. Both options are not fun at all. So, why not remove the limitation to a certain degree? It also makes sense that an exploratory vessel would use the "slower" and more direct travel method. As you have no idea what is actually out there "beyond the veil".

Why not make this an option and have Warp for Science ships be selectable in the menu? Seems like a good usage for Warp Drives.
 
Last edited:

Borgratz

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I think its safe to say, that they need to do something, so that tons of wars dont turn into 2 fortresses on a choke point, that neither site can beat or circumvent szenarios. Small stealth fleets to make you have to move your fleet and open up your fortress to attacks sounds like a good idea.
 

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I like the idea of having to survey a system to find the exit lanes. makes total sense and adds to the exploration aspect.

couple that with the idea of being able to give false info and you have the start of an espionage system. it comes complete with e "hey you fuckers you lied to us" debuff to relations when they find out.
 

MrThund

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I am in favor of making the lanes "discoverable". It just makes the most sense. I also advocate for an option to give Sicence ships some form of Warp style drive. To "bypass" certain checkpoints. That way you cannot be boxed in as easily for exploring.
 

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I think its safe to say, that they need to do something, so that tons of wars dont turn into 2 fortresses on a choke point, that neither site can beat or circumvent szenarios. Small stealth fleets to make you have to move your fleet and open up your fortress to attacks sounds like a good idea.

Well with the new map creation option you actually have that in hand. They said you basically will be able to force so many interconnections that chocke points are next to impossible. But even on current Hyperlane Maps two chocke points next to each other are rather rare unless maybe the two entrances to a different arm in spiral maps. But normally a chock point has several outgoing connections (so one side has the advantage of the better defensive position). The other side can respond by building their fortress more inward but then the systems in between are subject to be easily raided.
 

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I guess it depends what hyperlanes actually are. If they're like some natural phenomenon that logically exist withing Stellaris rule of physics, perhaps their existences could be predicted.

Then again, I once had a precursor system that was literally the closest system to my home system, so if my scientist weren't able to find the hyperlane going there on there own, how in the world would they be able to accurately predict ones at the other side of the Galaxy.

My ideal woud be different classes of hyperlanes, with big ones being from the start visible, and acting like Galactic highways with unlimited capacity, and smaller ones only being discovered upon survey and only traversable with a limited size fleet.
 

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Really Fantasy Flight? I was doing things with that money!

I suppose it's yours now.

Who am I kidding? I will regret nothing.
Fantasy Flight: “of course you were doing things. You were buying my games.”
 

PirateJack

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If there were a realistic way to design stellaris warfare in a way that would be both good and implement all three FTL types, going hyperlane only might be a mistake. But I don't think one exists.

The thing is, FTL affects more than just warfare. It affects any possible trade system, effective diplomacy is entirely dependent on the capabilities of other nations (i.e. FTL). Espionage changes based on FTL type. And, of course, warfare is hard to balance with it as well. So it's not just a matter of doing this for the sake of warfare; it's a matter of making each successive system they introduce a bit easier to design and balance without having to consider four possible gamestates, one of which is exponentially more complicated than your standard FTL-only game.
 

Akka le Vil

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No sir, I don't like it.

It is just land-warfare in space now.
Space is big. Space is wide. Space is huge. You can't just wall it up. You fortify your planets, not the entire length of a spiral arm.
Exactly. This stupid patch is just completely destroying the entire concept of "space". Even the starbase aspect is all about land-based ersatz of fort.