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This is very accurate.
But when you look at settings like Star Wars and Halo, battles tended to take place around large and important locations like political centers, manufactories, shipyards and super weapons. There were not many random space battles that just happen because hyperplanes exist for no reason.
Retreat is also pretty common. Ships tend to escape. The way Stellaris does it, however, is nonsensical. I thought we didn't have warp drives at that point?
I personally like the hyperplanes system, and it works for me, but it kinda takes away from the concept of space being space, and making it feel like a 2D map, like I'm driving from Dallas to Nashville. There is no sense of space in this game.
I like that to.
If we metagame it, there is a performance benefit. The game files run on the XY coordinates system. Quite simple. Adding in Z is more than plausible and does exist in the star plane. Distance calculation on a Z also isnt dramatically different in terms of mathematica. But adding that Z to everything is still 50% more to run for the calculations. So probably a 25 to 33% increase in system demand.
As for warp, hyperdrives ride along the hyperlanes. Think of it like a rocket. Guided and directed, straight line. But just activating it for emergency? A rocket engine alone going off. Could go anywhere. Animation for emergency retreat same as hyperlanes. If some fleet still there, have perhaps a fleet beacon to find way back.
when you think about it, it does run on a very thin XYZ plane, as some systems will be lower than others.
another thing to mention is having a 3d plane would definitely not effect the game the same way the massive populations do. Most of it would be empty space, same as always. Just a minor graphical change.
Look at Elite Dangerous. True 3D and complex systems, but on a system scale, players still run in the 2D plane with limited in scale on the Z.
Looking at that in terms of hyperlanes? We can throw buzzwords like choice and such around, but it is a game. Trick is to make a competitive game environment both PvE and multiplay which is believable. If it is just theorycrafting that makes dislike, then lorecraft what you like. If is gameplay, consider the change to play.
We know what having free travel with wormholes and warp speed was. It was hyperlanes if you want to lose, else...
Doomstack Murderball fleet.
Actually playing the previous versions though, it wasn't great.
People would just nose dive your capital.. I was one of the players who did hyperlanes before it was 'forced on everyone'.. it was a pain traveling around to catch fleets but it was tecnically faster, most of the time.
Now they've combined warp and hyperlanes for normal movement (hyperlanes didn't require moving through a system before).
and wormholes are unlocked through a technology, which is quite fair because most people grabbed those with it being more powerful.
The way they currently have it works best for a game stand point because then it let star bases, defenses, and putting claims actually matter and make sense.
Though with the right future tech you can also bypass them, with jump drives.
I agree to disagree with you completely, game didn't only lose variance with loss of warp everywhere, it did also gain it with chokepoints and which lanes go where.
Game wasn't destroyed it is only your opinion not a fact.
Also there is no need to try to make some divide of casuals and someone "better" than them, which really isn't there.
The change to 2.0 happened exactly when I was about to buy my own copy, literally a day or two before. And guess what? The almost-finished game had metamorphosed directly back to the buggy mess of several years before.
I'm sure PDX will eventually fix most of the nastier bugs in 2.x But then what? Abandoned just before completion, exactly as 1.9.2 was?
Meh.