
Remember the old Stellaris multiple FTL travel methods?
When played Stellaris looong ago (before the constant mechanical reworks and DLC bonanza),
I liked a lot the concept of multiple FTL travel methods.
Then I was sad when they opted for Star Lanes, like almost every other space strategy game. This decision is mostly to accomplish something like "space terrain", already present in terrestrial/planetary games. Choke points and other strategic terrain considerations arise naturally in land-based games, but space is too free.
I think this was more of a loss, in creativity regards. Sure, Star Lane is an option and has its place, but it has become too ubiquitous.
As something that only lived in my memories, I was inspired by this and brought back an ("improved") interpretation of this concept to the game I am working on: HARD VOID.
This is a work in progress, but currently there are "sublight","warp","subspace", and "wormhole" travel methods, with distinctive mechanics:
- Sublight: the slowest one, cheap, but moves freely. Limited by speed and has to accelerate.
- Warp: standard movement. free movement between astros in the same universe, but can be slowed down by the universe's dark matter distribution.
- Subspace: movement is required to go between "normal" and "subspace" universes, but it's fast. Also affects the crew's minds (debuffs). Also is the main way to arrive at subspace dimensions.
- Wormhole: high freedom movement, can move between universes freely. Engines are bulky, slower, and power hungry.
What do you think about this?
If you are interested on HARD VOID:
Trailer: https://youtu.be/YWFbsyiLbp8
Latest battle demonstration: https://youtu.be/xxI0FgK6xwU
Steam page: https://store.steampowered.com/app/2978460/HARD_VOID/
Website: https://hardvoid.com
Discord: https://discord.gg/teV8Jfm552