I would like to make a case for that now that we only have hyperlanes they should all be hidden at the start of the game, instead you have to use you science ship to survey the hyperlane entry point to reveal where that hyperlane goes, make it show up on the map and open it up for use. This will slow down the early game landgrab which the devs have stated a desire to do.
It also makes the whole only science vessels can scout make sense, they are essentially charting the hyperlane, there cna even be a thing where surveying the hyperlane makes you traverse it (though I would argue against it since it would slow down system survey a lot).
This also would turn hyperlane connections to actual objects like planets, which means they could have their own set of modifiers or anomalies, say a hyperlane that is slower, or a hyperlane that is faster, or one that is dangerous to use. Or perhaps using a single hyperlane to much may destablize it (remember that episode of TNG where they realized warping space to much in a single place actually made real space deteriorate).
It would also make sense for the start of the game, the "tutorial phase", your system starts surveyed but not it's hyperlane points so the first thing you have to do is realize "where are we were can we go?".
I understand this is a controversial desire so if you decide not to implement it could you make it possible to mod the game to work like this? Essentially you add a thign in defines which says "hyperlanes uncovered" which is yes in the vanilla game (if you decide not to do it) but can be set to off hiding all hyperlanes and allowing modders to mod in their own means to uncovering them.
Making hyperlane acess points actually objects in space (Firefly reference) is something I would argue on on it's own merit. Since it would allow you to do the things like special hyperlanes having their own characteristics regardless of them needing to be surveyed or not.
It also makes the whole only science vessels can scout make sense, they are essentially charting the hyperlane, there cna even be a thing where surveying the hyperlane makes you traverse it (though I would argue against it since it would slow down system survey a lot).
This also would turn hyperlane connections to actual objects like planets, which means they could have their own set of modifiers or anomalies, say a hyperlane that is slower, or a hyperlane that is faster, or one that is dangerous to use. Or perhaps using a single hyperlane to much may destablize it (remember that episode of TNG where they realized warping space to much in a single place actually made real space deteriorate).
It would also make sense for the start of the game, the "tutorial phase", your system starts surveyed but not it's hyperlane points so the first thing you have to do is realize "where are we were can we go?".
I understand this is a controversial desire so if you decide not to implement it could you make it possible to mod the game to work like this? Essentially you add a thign in defines which says "hyperlanes uncovered" which is yes in the vanilla game (if you decide not to do it) but can be set to off hiding all hyperlanes and allowing modders to mod in their own means to uncovering them.
Making hyperlane acess points actually objects in space (Firefly reference) is something I would argue on on it's own merit. Since it would allow you to do the things like special hyperlanes having their own characteristics regardless of them needing to be surveyed or not.
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