Baron_Vallyr

Hypergates

Hypergates

What am I missing?

I recently picked the game back up for the first time in two years(coincidentally retribution just dropped). I do not understand how to use hypergates.

I've built two gates connecting the ends of my empire. I have linked both gates together and have a diagonal white beam running between the two. 

At first I assumed you dock your ships at the gate and some how rocket them across. This did not work. 

Then I tried to follow the white line via autopathing on the ships. This did not seem to give a noticable speed boost at all.

Am I using them wrong?

Is it possibly because my hyperbeam is off center compared to the tiles(since it goes diagonally)?

I also heard a rumor it doesn't work because im Malevolent? 

163,988 views 32 replies
Reply #26 Top

Quoting Philocthetes, reply 25


Quoting jabberjaws,
Instead of helping us guard our territories as I wished with mines or other , we are now more vulnerable to invasion than ever .. absurd



Doesn't seem all that different to me. Once things start getting feisty on the map, I start rolling out sensor pickets. Lining hyperlanes with them shouldn't be too tough unless you go crazy with the things.

Mines would be fun, though.

yes I have a small thread on space mines

Proposal for Mine Fields

, some folks liked my idea, others meh... check out my ideas, maybe we can incorporate them into the game on a larger scale :)

Reply #27 Top

The Hypergates can be activated and connected, or they can be inactive- not connected at any time. Good idea! I see that when NOT connected they are nothing more than an icon in the map. Only when connected to a destination gate would enemies be able to jump in unannounced through your gate. That would make sense too.

Believing this- I do create a military star base at each end but that isn't totally effective since exiting the gate anywhere along it's path makes defeats the logic of being prepared for visitors as well as entering the gate entry and exit points themselves pretty much mute. Why have a gare at all if they are not required for entry and exit? This feature seems to be a work in process and really isn't polished enough to be in the game right now. A great idea if the bugs get worked out. 

Until then, my ships will just have to go it the old fashioned way.

Reply #28 Top

Quoting Philocthetes, reply 7

Has anyone tried to use a hyperlane that you don't own or seen an AI use one of yours?
yes both.

Reply #29 Top

Quoting Philocthetes, reply 13


Quoting Publius of NV,
And avoid black holes.



As often as I have to tell people to "read the screen/manual/sheet-in-your-face," I had to learn this the hard way.

My rig can finally hold up a Ludicrous map, though, so that little detour isn't a big deal on a really long lane.

the problem with black holes is not the detour, but it seems to freeze the map for awhile.

Reply #30 Top

Quoting jabberjaws, reply 24


Quoting rap33042,

When I  first heard about hyperlanes, I thought they would work along the lines of wormholes. That is, they would have one entry point and one exit point. That is not how they were implemented -- you can enter a hyperlane at any point along its path -- like a road and not a tunnel.

I wouldn't mind expending the resources to guard my gates but I certainly don't want to station ships all along its path to protect it from what I deem to be interlopers. This approach could become terribly expensive on large maps with long hyperlanes not to mention a huge waste of resources.

My ridiculous solution would be to create a second hypergate next to the original. I could then connect those two when I don't need the "real" hyperlane and only enable that one when I need it for my own ships. Administrators are expensive and this idiotic strategy would cost me one that could probably be used to better advantage elsewhere. Perhaps we don't have to connect a hypergate to anything? I haven't looked into that possibility-- it only just occurred to me.

If it sounds like I don't like the current hypergate/hyperlane implementation, that's because I don't. Oh, and did I mention that pathfinding has been broken for many months now-- long before hyperlanes came into the picture. Let's fix the old stuff before introducing new stuff, please.

'Nuff said,

Richard



yes , I was hoping you would pop in one end and out the other , this method of roads that others can use is a bit lame in my opinion...

Instead of helping us guard our territories as I wished with mines or other , we are now more vulnerable to invasion than ever .. absurd

mines has been the most heated debate I’ve seen on the forums.

Reply #31 Top

Quoting jabberjaws, reply 26


Quoting Philocthetes,






Quoting jabberjaws,


Instead of helping us guard our territories as I wished with mines or other , we are now more vulnerable to invasion than ever .. absurd



Doesn't seem all that different to me. Once things start getting feisty on the map, I start rolling out sensor pickets. Lining hyperlanes with them shouldn't be too tough unless you go crazy with the things.

Mines would be fun, though.



yes I have a small thread on space mines

Proposal for Mine Fields


, some folks liked my idea, others meh... check out my ideas, maybe we can incorporate them into the game on a larger scale :)

meh the wrong way to put it. More like passionately against it.

Reply #32 Top

Quoting JoeCorrado, reply 27

The Hypergates can be activated and connected, or they can be inactive- not connected at any time. Good idea! I see that when NOT connected they are nothing more than an icon in the map. Only when connected to a destination gate would enemies be able to jump in unannounced through your gate. That would make sense too.

Believing this- I do create a military star base at each end but that isn't totally effective since exiting the gate anywhere along it's path makes defeats the logic of being prepared for visitors as well as entering the gate entry and exit points themselves pretty much mute. Why have a gare at all if they are not required for entry and exit? This feature seems to be a work in process and really isn't polished enough to be in the game right now. A great idea if the bugs get worked out. 

Until then, my ships will just have to go it the old fashioned way.

 

This may be an overlooked point, but as Joe noted, you can active-deactivate any points at any time. It's more overhead, but you do have the option to simply turn off a route at the end of your turn, after you have manually moved all of your ships. Next turn, re-enable it only during your moves.

I use a significant number of hyperroutes as I like to play and huge and up maps, and I already redo them as needed.

Usually, I do build a route into the enemy's areas if possible to make my invasions more efficient, so it's my invading fleet that will use it. I guess, in the unlikely case that I've miscalculated the enemy's strength, I can simply turn the route off at the end of my turn until I need it again to avoid the enemy counterattack using my lanes.

If there were a cost or delay to enable or disable these, I could see the problem. For a turn-based game however, I only see an issue with additional micromanagement, rather than a real strategic issue that needs some solution.