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They can! Once you own that system that relay's yours. You'll need to own at least 2 for it to function. Owning just the one won't let you piggy-back into an enemy's network.
Hyperlanes you can access will be the bright blue lines, hyperlanes you can't access will be bright yellow.
Even if a system has its station destroyed and the system becomes Unclaimed, the hyperlanes will still work
Without the hyper relays, starting in orbit of a planet at one of the line, going another planet at the other end, the ships left on 7 May and arrived 18 August.
Sent the ships back to the same starting point, build HRs along the whole track and ran again, same start and end point. With the HRs, they left on 8 May and arrived on 25 July.
That was about 3 week shorter travel time across 5 systems. Across a larger network, it might be worth it to use HRs
The pathing your ships will take may seem way WAY off when you do this, but trust the pathing system. It knows what it's doing.
So if I'm reading this right, you really need to build one relay in every system?
But if you wanted to do that then you'd build a GATEWAY in every system. That would be the absolute minimum it'd take to get anywhere from anywhere.
So I relied on Hyper Relays and basically by late game had one in every system I owned. Problem is Piracy (unless its been updates) was basically impossible to manage. Fleets spend so little time in a system thanks to Relays that Piracy Suppression became near non-existent.
You have to basically build a Starbase (which immediately suppresses piracy in that system) or park fleets. I mean maxed out Citadels with all Hangar Bays and Max DP were only suppressing Piracy 1 system out..
It's nuts how bad piracy gets late game using Relays.
My only advice is DO NOT build relays on your most lucrative trade routes.
You'll lose a ton of Piracy Suppression because your patrols aren't spending any time in those systems, even though they are returning faster. Truly, relays should minimize piracy because in theory relays would need proper credentials to be used so that would decrease common pirates AND trade goods would be sitting around a heck of a lot less.
So that's my 2C. Gateways are best, but you need 1 to build more. Hyper Relays are awesome, even in late game but screw up your trade routes badly.
Haven't tested it, but intuitively it seem to me that this would make them less efficient.
So unless charging-up time prevents piracy suppression and only travel time within the system does suppress - then if we compare the time of one full length patrol without relays, to the total amount of repeated patrols done over the same time with relays: my hypothesis is that the result should be equal.