It's also relevant as a blaring warning not to trust that the devs won't completely alter the fabric of the game from what you purchased to something else on a whim...
- 9
- 6
- 1
you may very well be right.It's also relevant as a blaring warning not to trust that the devs won't completely alter the fabric of the game from what you purchased to something else on a whim...
If I knew they would take warp away, I would not spend money on version 1.0.It's also relevant as a blaring warning not to trust that the devs won't completely alter the fabric of the game from what you purchased to something else on a whim...
meh i was never fond of warp. i miss my wormholes, why couldn't they have kept the one mode of transit i actually liked? ah well it had to be done, each ftl type would have worked in it's own game, but all three in one game was not the best idea as trying to balance them against each other must have been a nightmare. besides i can just spam gateways in the lategame anyway. i do still miss my wormholes though...If I knew they would take warp away, I would not spend money on version 1.0.
Better wait for Stellaris 2, but from the way things are going, do not hope for too much.
Sword of the Stars did a really good job of it, but the way they managed it was by only having pre-built species so that they could balance the different FTL systems against their species' other attributes. Making customizable empires takes a lot of that balancing control out of the designers' hands and makes the problem a lot less tractable.ah well it had to be done, each ftl type would have worked in it's own game, but all three in one game was not the best idea as trying to balance them against each other must have been a nightmare.
true but the choice to remove the other two types occurred before the team gave up on making a properly balanced game with an ai that worked.Sword of the Stars did a really good job of it, but the way they managed it was by only having pre-built species so that they could balance the different FTL systems against their species' other attributes. Making customizable empires takes a lot of that balancing control out of the designers' hands and makes the problem a lot less tractable.
On the other hand, given how the origins are currently balanced against each other in Stellaris, you could argue that having similar power disparities available based on choice of FTL wouldn't particularly make things worse.
Wormholes in 1.0 are weird, I liked when the AI had them, because I perceived them as weak.meh i was never fond of warp. i miss my wormholes, why couldn't they have kept the one mode of transit i actually liked? ah well it had to be done, each ftl type would have worked in it's own game, but all three in one game was not the best idea as trying to balance them against each other must have been a nightmare. besides i can just spam gateways in the lategame anyway. i do still miss my wormholes though...
Wormholes in 1.0 are weird, I liked when the AI had them, because I perceived them as weak.
What is your opinion about Gateways in the current version?
They should've at least let Warp and Wormhole be modded in (inactive base game mechanic so to speak), especially for Star Trek: New Horizons.Instead of developing this idea further and emphasizing player choice, the DEVS removed player choice and modding options.
And need to balancing the game 3 times over cuz you would have 3 iteration of game at once that need balancing and maintaining not to mention some confusion that could arise from having 3 iteration of game at once.The ideal would have been to let the player choose between the FTL types available in any game, with hyper-lanes only as 'default'.
This was partially already the case: you could pick all, or one of the three.
Instead of developing this idea further and emphasizing player choice, the DEVS removed player choice and modding options.
That is what default would mean.And need to balancing the game 3 times over cuz you would have 3 iteration of game at once that need balancing and maintaining not to mention some confusion that could arise from having 3 iteration of game at once.
So yea, just no.
If they wanted to keep the AI functional in those mods (which is something modders can't touch) they would.That is what default would mean.
They don't have to balance the other modes and leave them for modders to play with.
I understand, however no dev has answered here for a millenia, so I don't think you'll garner any response from devs.I am really curious (and if they decide to do this, I would buy every DLC that came out since the 2.0 update) but since the AI still remains... well, more A than I, and performance is still horrendous mid-late game, I am wondering if they will ever decide to patch in the old FTL's system or, at the very least, reinsert code that will allow modders to add it back in so the devs don't have to mess with it. Most of the reasons given to us have been proven false (strong wording I know, but removing them hasn't fixed anything).
I still play on the 1.9 and would love to access the new features, mechanics, DLC, and (most importantly) bug fixes from later versions. Playing on later versions really...just feels like the game I didn't purchase, like Im playing an entirely different Stellaris and not in a good way.
Devs, I know you really wanted to try to make the best game you could make. I get it, but you really hurt the consumer trust of some people like myself as well. I cannot bring myself to buy another Paradox game until I know its 5 years old and not gonna suffer more mechanical changes. When Stellaris 2 eventually surfaces, I strongly doubt I would ever buy it as a result of how the rework was handled here.
Sadly, this post did express more than my initial question as these resentments and feelings of betrayal have been stewing since 2018. Do what you will with my feelings, but I would love to hear something, even if its still a negative answer, about potential return of FTL choices.
I can only hope. =/ I know they must at least come in here to make sure that no one is breaking the rules and such. I know eventually they will see it; it is up to them if they want to reply or not.I understand, however no dev has answered here for a millenia, so I don't think you'll garner any response from devs.
But there would be no Space Geography on that kind of map. I like playing on spiral galaxies where connections between arms are a chokepoint to control and defend.I am almost sure that his is also a bad idea from an UI perspective. I mean, if hyperlane connections were between stars that were also close on the map, you could immediately see (and have a feel) for distances.