Stellaris

Stellaris

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Random Dec 15, 2018 @ 1:22am
Experimental Subspace Navigation
Why was this nerfed into the ground in the most recent patches?

I've noticed that no matter where i target with it regardless of distance the time it takes for the ship to return is longer then physically flying the science vessel to the location.

I just did a jump in my game for a 1/4 of the galaxy and my science ship is gone for 10 years... It would've only taken me like 2 to fly there.

The whole point of the jump feature was to have science vessels be able to navigate borders to get into small nooks, as well as respond to time critical events when they are all off discovering on the other side of the map and a new one appears within your empire.

Its now always faster to build a new science vessel and manually fly there, but in most cases you wont actually reach the event in time before it expires...

Terrible change.
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Showing 1-10 of 10 comments
It was never meant to be used all the time, but as a way to jump over closed borders of your neighbors. How many unexpected events do you get? Maybe have more than one Science ship in general in different sections of your owned space.
Astasia Dec 15, 2018 @ 1:33am 
The only purpose of it is and was to jump over empires that have closed borders with you, or hostile aliens in a choke point, so you can continue exploring. It was never meant as a shortcut, it was supposed to take longer than normally flying and I honestly don't feel like the time has actually changed recently.
Random Dec 19, 2018 @ 4:54am 
Looking at the beta, the experimental jump times are back to normal, just did a jump across a quarter of a large galaxy and it was only 18 months as opposed to almost 10 years.

So yep it was broke in the current base version of the game but is addressed and fixed in the 2.2.2 beta
Mistfox Dec 19, 2018 @ 9:07am 
Originally posted by Random:
Looking at the beta, the experimental jump times are back to normal, just did a jump across a quarter of a large galaxy and it was only 18 months as opposed to almost 10 years.

So yep it was broke in the current base version of the game but is addressed and fixed in the 2.2.2 beta

Was it? I'm on 2.2 and it's working normally for me. Maybe your rig slowing down later in the game? Makes elapsed time feel funny.
Figaround Jan 4, 2019 @ 1:38pm 
My science ships can't jump using the "experimental subspace navigation", stated that there is a certain technology ("hypothetical penetration of hyperline", I translate with localization in Russian in English).
Shouldn't the "experimental subspace navigation" method of travel for science ships be available from the very beginning of the game? Or there are some conditions, whether it is really necessary to receive in option of studying and to study a certain technology?
Originally posted by rustamgm4x:
My science ships can't jump using the "experimental subspace navigation", stated that there is a certain technology ("hypothetical penetration of hyperline", I translate with localization in Russian in English).
Shouldn't the "experimental subspace navigation" method of travel for science ships be available from the very beginning of the game? Or there are some conditions, whether it is really necessary to receive in option of studying and to study a certain technology?
I can't say anything about modded versions of the game, but in the unmodded game, no, Experimental Subspace Navigation is not available from the start of the game; it does indeed require the Rare technology "Speculative Hyperlane Breaching" to be researched before your science ships can use it.
Zsrai Jan 4, 2019 @ 1:48pm 
Originally posted by rustamgm4x:
My science ships can't jump using the "experimental subspace navigation", stated that there is a certain technology ("hypothetical penetration of hyperline", I translate with localization in Russian in English).
Shouldn't the "experimental subspace navigation" method of travel for science ships be available from the very beginning of the game? Or there are some conditions, whether it is really necessary to receive in option of studying and to study a certain technology?

Nope, you have to research the (rare) tech. It's not something you should even need until 40-50 years in game, which is roughly when I get it every time; maybe 75 at the latest.
Sabaithal Jan 4, 2019 @ 1:55pm 
Ideally it should be balanced in such a way that flying in a (relatively) straight line towards your destination would be the quicker than the experimental navigation. After all, if the experimental navigation method is always quicker, why ever bother using hyperlanes?

But yes, it should not take ten years to jump one system over. Experimental navigation should be used to cover distances that would otherwise be unreasonable due to borked hyperlanes. Such as the bizarre instance where you can see the system you want to go to, but their is no hyperlane that goes directly there. The only routes take you ages to get around, one of them goes into a fallen empire, and the other is filled with amoebas everywhere. Also to get out of border-traps while you science ship is exploring.
Last edited by Sabaithal; Jan 4, 2019 @ 1:55pm
Figaround Jan 4, 2019 @ 1:56pm 
Thanks for answers. Here just I received option of the necessary rare technology in physics, in a game 2235 (without some cheate, which I finished technologies, likely, would be about 2245).
Originally posted by rustamgm4x:
Thanks for answers. Here just I received option of the necessary rare technology in physics, in a game 2235 (without some cheate, which I finished technologies, likely, would be about 2245).
If the chart I'm looking at is accurate, the Speculative Hyperlane Breaching technology requires you to first research the Gravitic Sensors technology before it will appear. Might be helpful in your future playthroughs.
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Date Posted: Dec 15, 2018 @ 1:22am
Posts: 10