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VladMar

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OK, its time to talk about Hyperlane Registar.

It used to give you cooldown for going HYPER HYPER, now it just gives you collecting range for trade things. :( Why it was removed, the ability to build Space Highways :( IMAGINE, SPACE HIGHWAYS!!!

In current state, Why would anyone build Hyperlane register, when you can build bunch of trade hubs or just one trade hub. And do not get me started that description of Hyperlane is still kinda wrong :(

So, why it was removed?

bonus thing for those not understanding the refrence of HYPER HYPER, CLICK THE HYPER LINK!
 

Azhcristokos

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Long ago, before this change was made, someone made a thread to discuss the utility of using hyperlane registrars for this purpose. It was quickly concluded that it was a very ineffectual and tbh counterintuitive idea. The devs decided the extra collection range, so that a trade hub could spread across 7 lanes rather than 6, would be more useful. In practice, it still seems to be kind of niche.
 
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VladMar

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Long ago, before this change was made, someone made a thread to discuss the utility of using hyperlane registrars for this purpose. It was quickly concluded that it was a very ineffectual and tbh counterintuitive idea. The devs decided the extra collection range, so that a trade hub could spread across 7 lanes rather than 6, would be more useful. In practice, it still seems to be kind of niche.

Thanks for the reply mate. I did not know that! Interesting. But what did they mean with innefectual & counterintuitive? Didn't they play Freelancer* or any other similar game :p If you they meant, that they are not effective as it should be, then devs could just boost its effect. Add to its existent effect a sublight speed, or adding both features, collecting range and hyperspace jump. :oops:

I just don't see myself in sutation where I choose to add another building for +collecting range, when I can add 1-6 modules allready! o_O . I do not see "new" mechanics adding anything to the table - not an upgrade, but more like downgrade. It seems to me that it is one of the features it was changed to see how it will work and then forgoten, especially that discription still says "Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyper-lanes and optimizing projected travel routes." o_O

In my previous game I ended building highway that it wasn't. :eek:

*Link to ship entering the lane. Video quailty is bad, but hey! Vid is from 2009! ps. Loved that game.
 
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Bezborg

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Space highways you say?

I say bring back wormhole generators!

In the form of a megastructure if need be! One big wormhole generator that takes 10k energy to project a wormhole anywhere in the galaxy, sustains it for some period of time (with a heavy upkeep, maybe), and goes on a cooldown!

Thus technologically PENETRATING the fabric of reality itself. Flexing our superior tech muscles for all the universe to see.

It's also an interesting sci fi idea that can fit in the Stellaris universe.
 

Azhcristokos

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Thanks for the reply mate. I did not know that! Interesting. But what did they mean with innefectual & counterintuitive? Didn't they play Freelancer* or any other similar game :p

There were many reasons why. First, the starbase limit is rather small, especially in the early game, and the costs for exceeding it scale up rapidly beyond what an early game can manage. These starbases were better used in strategic locations optimal for purposes like trade collection, piracy suppression, holding chokepoints, taking advantage of systems that enabled special buildings (like black holes or enclave-hosting systems), and most importantly placing shipyards in the most logical places to ensure rapid deployment. And naturally, the pathfinding for ships was not great at figuring out these highways.

The speed bonus was simply too small to justify trying to create a registrar highway. Even if it had been larger, the considerations above would still be far more important. The only way such a highway could be viable would be if there were no starbase limits, which would create a host of other issues. And even then this would all stop mattering once gateways became a thing.

Ultimately, it would have been a lot of work to enable a minor feature no one really cared that much about in the first place. The playerbase reacted with either quiet nods of approval or disinterested shrugs when the devs changed the function of hyperlane registrars, and the whole thing was swiftly forgotten. I had actually forgotten entirely about the old way registrars used to work until I saw this thread, and as far as I know you are the only person to really broach the topic since the change.
 
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Bezborg

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Ultimately, it would have been a lot of work to enable a minor feature no one really cared that much about in the first place. The playerbase reacted with either quiet nods of approval or disinterested shrugs when the devs changed the function of hyperlane registrars, and the whole thing was swiftly forgotten. I had actually forgotten entirely about the old way registrars used to work until I saw this thread, and as far as I know you are the only person to really broach the topic since the change.
It's a shame, though... As there are so many things we could do to make movement more interesting and strategic.

I find this a consistent problem with Stellaris, there's just not enough bold ideas and extremes... it's always just a lukewarm modifier.

Some may call this "balance"... but then it produces non-choices. Like...why wouldn't the hyperlane registar be some more extreme choice? Say, it changes your hyperlane speed in a certain range *dramatically*.I mean dramatically. Why not?

Why not present the player with some seriously hard choices, why always +2% here or -2% there.