masseffect7 wrote: ↑Thu Nov 02, 2017 2:10 pm
They clearly made this choice for multiplayer people, which is fine, but as a single player person, I really dislike the change. The multiplayer crowd is obsessive about balance. Anyone who has played a lot of Paradox games should know that balance isn't typically a main concern. I feel that they've bowed down to the MP crowd and they will end up leaving a lot of other players behind. They ended up choosing the option that was easiest for them to implement, but for me as a player, it is the least interesting and the least unique out of all of the options they proposed in the Dev Diary.
and an option thats easy to implement solidly and gives the most interesting options.
yes, warp and wormhole drives are cool and flexible, they are also incredibly boring because you just skip
everything in your path.
i literally never look at the route my ships take because it doesnt matter at all.
i look out for the odd AI fleet that could maybe stumble into my path, but as jump entry and exit points are absolutely arbitrary and the AI too stupid for proper intercepts i really dont care.
masseffect7 wrote: ↑Thu Nov 02, 2017 2:10 pm
I don't want Stellaris to be like every other space game
because a change to some medium, not defining mechanic instantly makes the game like "every other space game"?
masseffect7 wrote: ↑Thu Nov 02, 2017 2:10 pm
and I feel like this is a step in the wrong direction. I think there are ways that they could have implemented this better. I understand the problem with the wormhole FTL when it comes to defense, but you could have easily cut wormhole and still had warp defended against by warp interdiction systems and hyperlanes by fortresses. Doing that would have made people like Tal and I happy and the MP people who want better defense happy too.
and have two different systems do basically the same with a lot of extra headache.
yes, lanes are more restrictive, but i think at least the basic idea of the change is sound.
make the systems between you and your target matter (because right now they mostly dont except if you happen to stumble into the odd fortress with FTL snares, which are also mostly delay and no actual deterrent)
make interception less of a "hah i looked on your fleet orders and know where your ships have to go through" affair (which is pretty much the only way to intercept fleets, which is mostly boring or tedious or numerical superiority or pure luck)
have STL speed matter beyond moving to and from planets to nuke.
all in all make movement something more interesting than it is right now, make solar systems an actual concern for movement etc.
yes its sad that they have to "streamline" the other kinds of FTL into the lanes, but i personally prefer a single, well done, interesting system over a couple of less restricting but overall uninteresting mechanics.