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But you can play games with only one kind of drive allowed and "hyperlanes only" games are by far the most fun stellaris games you can have. It hyperlane only games you have more strategy/tactic and fortesses are a great defense structure (at least for the first 150-200 years). You can create bottlenecks or manage to attack enemys on top (awesome with low range kinetic weapons) or you decide to only enter with range (to make the most use of missiles), etc.
Actually at the beginning I played ~100 hours with all drives (loved warp the most), but now since month (and actually another 500 hours in stellaris) I always play hyperlanes only games, nothing else creates that much fun.
That being said: As it stands, aside from hyperspace only games essentially being an entire second 4x game to play? Yeah Hyperspace needs something to help it along.
As for the 'beacon' idea? I think something like that might work as either a late game development for hyperspace (artifical Hyperlaning tech) or as a 4th FTL drive that's inefficent unless going from beacon to beacon, something like wormhole in reverse.
Warp Drive for me has always been my pick and I've not really had any problems, 'cept having wind down times but be annoying but nothing horrible since if you land on the enemy, that wind down is instantly dismissed.
I used to like wormholes, but early game they are crippling. You can't explore very far so you can't plan your expansion, and their price early on is quite high. Once you hit the mid-game they're cheap and nothing can beat wormhole for long distance travel. Wormhole is also unique in that it can hop right over closed borders, not even Jump Drive does that. The main reason I played Wormhole before as it was the only drive that allowed you to get Jump Drive.
These days I play Warp almost all the time. I'll give Hyperdrive or Wormhole a try once in awhile but they just remind me why I don't play them. Warp is simple and effective, though the wind down times are quite crazy. Though it does help to pay attention, if you're going into enemy territory as Warp, bunny hop the systems rather than going from as far away as you can. Being a sitting duck for 2 months isn't fun when you go max range at Warp III, but if you warp to a nearby star then warp from there, it helps cut down on being stuck around. At least they changed it so Warp ships aren't totally helpless when winding down.
Warp is good for free expansion and survey, but the cooldown times are crippling.
Wormholes are great for reacting quickly to threats near the border and minmaxing ship power because wormhole drives cost 0 power. They are annoying because you have to micro construction ships placing stations after your fleet/survey ships.
But if you play hyperlanes only it's quite fun, you can lock down a whole sector by building on those single lanes and military station will see a lot more action time. Otherwise it's the battle between wormhole and warp.
Wormhole is great as it is. I think the other methods should be buffed to it.
I would increase warp's range drastically. Something more similar to wormhole stations. You already pay with power for the drive, then wait TWICE for each jump, and also wait for the movement itself. This is a lot waiting especially when you have to go through half of the galaxy. Also sometimes RNG cut you off early, because there is no system in range to jump.
Warp is kind of meh, the cool down is the major figuring, but you can work around it. By formentioned micro jumps. And you cant bounce over borders like a wormhole can.
That is why I am kind of ehrrr? with Hyper Space Drive game mode. And mentioned the beacon idea. A Hyperspace Beacon so that the system can be accessed after being surveyed, while a Hyperspace Lane Beacon creates a speed bonus between systems so you can make a "road" between critical systems so your fleets can move to the front or defensive positions.
It kind of comes out of my experience with Sins of Solar Empire series. Where the Vasari have a unique faction only hyperspace lane stabilizer which allows the Vasari to jump anywhere another hyperspace lane stabilizer has been built, within a galaxy. Kind of cool and allows them some capacity to defend or attack at their chosing.
Probably FTL snare or interruptor stations would be an excellent way to slow down warp drive, deny wormhole, or interrupt hyperspace travel.
The Laning option would give your empire some serious capacity to create unique strategic highways in your controlled territory with Hyperspace Systems.
HyperDrive as it is currently just doesnt feel right. And seems to hamper a player alot more than it should. Especially when you have very specific lanes that go outside your borders and back in.
It should have the beacon and hypspace lane option. Just to give strategic options.
And of course either a FTL snare system, or like the Sins of Solar Empire Vasari which has a unique vessel that can delay or push a penalty on FTL speed if an enemy fleet is coming into the system one of the ships is based in. Or the Imperial Interdictor class Star Destroyer with Mass Generators.
http://steamcommunity.com/sharedfiles/filedetails/?id=793526342
http://steamcommunity.com/sharedfiles/filedetails/?id=793526440