![]() just grab a bunch of Volatiles and farm up. The action can’t be quickly repeated in the same area, so it’s not something you can e.g. This 1) requires a bunch of Volatiles, 2) gives you progress points for the event, and 3) reveals nearby slipstreams. One of the core ones is using a sensor array to “emit a neutrino burst into hyperspace”. So, what can the player actually do to move this along? There are a bunch of assorted things (finding data in derelicts, using an Active Sensor Burst at interesting locations – such as near a black hole – and so on). The data is not valuable enough that you’d really feel forced to prioritize doing these things, so hopefully it won’t bend play patterns much. The point of this is so that doing things that move event progress forward still has some value and doesn’t just feel pointless once all of the effects are unlocked. Once you get the item, the bar is reset to slightly above the points required for “hyperfield optimization”, and you get another data chip when the bar is filled up again, etc. Not slipstream-related, but in the same “things that make travel through hyperspace easier” vein.Īnd, finally, when you get to the end of the progress bar, you get a “topographic data” item that you can sell for a reasonable but not excessive profit. The last major effect, this grants a flat +3 maximum burn while in hyperspace. ![]() And, there’s a bit of a “explore the surroundings and build up the area you’ve colonized” feel to it from the sensor array bonus. This also makes the location of the colony matter more you’re naturally encouraged to spread them out a bit to get a better view of the slipstream network. This both gives a Spaceport a neat in-game effect (not that it *needed* one – you’re always going to build one at a colony, but it’s still nice to have that). Constructing a few sensor arrays nearby will increase the detection radius, as will colony growth. This is the big one – Spaceports constructed at your colonies will reveal nearby slipstreams on the map. It’s a useful early bonus, even before you have colonies. This one is pretty quick to unlock, and reduces fuel use while in a slipstream by a further 50%. Unlike the Hostile Activity event, all of the factors here are one-offs for something the player did, there aren’t any monthly contributing factors. There’s a Hyperspace Topography “event” – basically, the player does stuff, a progress bar fills up, and different effects are unlocked along the way. With all of this in mind, let’s dive into the details, and hopefully it’ll be clear how everything connects up! (See: hostile activity changes, in the same previous blog post, adjusting some of the related incentives.) (See, for example, Commerce adding an independent bounty to your system, from the previous blog post.) In addition, I’d like various mechanics to encourage the player to spread their colonies around, making their location matter more than finding the “ideal” system with mutually-supporting military bases. Making different industries and structures you build have some gameplay meaning aside from just influencing colony stats is sort of an on-going backburner project. The second goal here is to tie colonies into it. ![]() the direction they travel in is seasonal, you can use the Neutrino Detector ability to find them, and so on), but I think for a lot of players, that doesn’t quite add up to being “enough” to make slipstreams as useful as I’d like them to be. One of the problems, though, is that it can be a little hard to plan for – there are some general indicators of where they are and where they might take you (i.e. In brief, those are temporary passages in hyperspace that can make travel much, much faster and enormously more fuel-efficient. Primarily, this is a system that interacts with slipstreams. ![]() I’m not sure where to start with this, exactly, because this is something that pulls together a bunch of different systems, using the “Event” infrastructure (introduced in the previous blog post) to tie it all together. ![]()
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