Description:
Advanced research of Hyperspace technology enabled construction of Hyperspace Nexus facility. A pair of those facilities build on two different planets provides fast end energy efficient way of traveling between them.
Hyperspace Nexus enables travel between two planets for mere 1000 deuterium, disregarding total number of ships in the fleet, individual ship's speed or their propulsion systems.
The fleet using Hyperspace Nexus travels at base speed of 16.000. Each level of Hyperspace Nexus increases speed of travel for 20% of the base value, but also increases deuterium expediture by 400%.
For security reasons, access to your Hyperspace Nexus is limited to you, to your alliance members and to your buddies.
Introduction:
I was frustrated with Alliance Depot and its lack of usefulness... I don't know a single person who builds this for any reason other than a mistake and I wanted to suggest an alternative that would be useful in early, mid- and late game and therefore actually built by players. I also wanted to introduce new strategies without favoring any kind of players.
Reasonings:
I tried to introduce new element based on already existing logic, making it easier to GF to actually implement it (I imagined using of Hyperspace Nexus in the same way as it is used Jump Gate, but on a planet instead of a moon; facility cost and its benefits uses the same mechanisms as the ones already implemented).
Supported missions through Hyperspace Nexus would be Transport, Deployment, Attack and ACS Defend. The idea is that all kinds of players should benefit from Hyperspace Nexus and here are some highlights of intended usage for different mission types:
Transport – faster trade between players and faster resource relocation between one's colonies (an issue that becomes painful in late game when a player gets used to Jump Gates)
Deployment – enables faster and cheaper fleet relocation (important for fleeters/raiders before Jump Gates become common); for other people, it enables cheap fleetsave between planets (this is balanced by fixed speed provided by Hyperspace Nexus - the speed is always determined by the level of Hyperspace Nexus at the starting point and cannot be adjusted (100%, 90% etc.))
Attack – as Hyperspace Nexus works only among alliance mates/buddies, I imagine that it would be used only for cheaper moonshots (less deuterium expediture)
ACS Defend – enables heavier/slower ships to join ACS defend more frequently; this is potentially strong feature; however, it is balanced by fixed speed provided by Hyperspace Nexus (the speed is always determined by the level of Hyperspace Nexus at the starting point and cannot be adjusted (100%, 90% etc.))
It is important to notice that Hyperspace Nexus wouldn't disbalance existing ships and related gameplay, as their attack speeds against other players won't change, so it still makes sense to improve existing propulsion technologies to high levels.
Final thoughts:
I strongly believe that Hyperspace Nexus would be built much more often than Alliance Depot.
It makes sense in early/mid-game, as it enables you to move resources between your colonies faster and to trade faster with your friends. Also, if you are a fleeter/raider, you would appreciate faster and cheaper fleet relocation in pre-Jump Gate universe.
Even in late-game universe crowded with Jump Gates, Hyperspace Nexus is still useful, as it enables resource relocation faster and cheaper than before.
To buff Alliance ACS defense.
Hyperspace Nexus (replaces Alliance Depot)
Requirements: Hyperspace 4 Computer 4
Base cost: 20k metal, 40k crystal, 20k deuterium
Description: Advanced research of Hyperspace technology enabled construction of Hyperspace Nexus facility. A pair of those facilities build on two different planets provides fast end energy efficient way of traveling between them. Hyperspace Nexus enables travel between two planets for mere 1000 deuterium, disregarding total number of ships in the fleet, individual ship's speed or their propulsion systems. The fleet using Hyperspace Nexus travels at base speed of 16.000. Each level of Hyperspace Nexus increases speed of travel for 20% of the base value, but also increases deuterium expediture by 400%. For security reasons, access to your Hyperspace Nexus is limited to you, to your alliance members and to your buddies.
Introduction: I was frustrated with Alliance Depot and its lack of usefulness... I don't know a single person who builds this for any reason other than a mistake and I wanted to suggest an alternative that would be useful in early, mid- and late game and therefore actually built by players. I also wanted to introduce new strategies without favoring any kind of players.
Reasonings: I tried to introduce new element based on already existing logic, making it easier to GF to actually implement it (I imagined using of Hyperspace Nexus in the same way as it is used Jump Gate, but on a planet instead of a moon; facility cost and its benefits uses the same mechanisms as the ones already implemented).
Supported missions through Hyperspace Nexus would be Transport, Deployment, Attack and ACS Defend. The idea is that all kinds of players should benefit from Hyperspace Nexus and here are some highlights of intended usage for different mission types: Transport – faster trade between players and faster resource relocation between one's colonies (an issue that becomes painful in late game when a player gets used to Jump Gates) Deployment – enables faster and cheaper fleet relocation (important for fleeters/raiders before Jump Gates become common); for other people, it enables cheap fleetsave between planets (this is balanced by fixed speed provided by Hyperspace Nexus - the speed is always determined by the level of Hyperspace Nexus at the starting point and cannot be adjusted (100%, 90% etc.)) Attack – as Hyperspace Nexus works only among alliance mates/buddies, I imagine that it would be used only for cheaper moonshots (less deuterium expediture) ACS Defend – enables heavier/slower ships to join ACS defend more frequently; this is potentially strong feature; however, it is balanced by fixed speed provided by Hyperspace Nexus (the speed is always determined by the level of Hyperspace Nexus at the starting point and cannot be adjusted (100%, 90% etc.))
Costs of Hyperspace Nexus per level: Level Metal Crystal Deuterium Launch cost Travel speed 1 20.000 40.000 20.000 1.000 16.000 2 30.000 60.000 30.000 5.000 19.200 3 45.000 90.000 45.000 9.000 22.400 4 67.500 135.000 67.500 13.000 25.600 5 101.250 202.500 101.250 17.000 28.800 6 151.875 303.750 151.875 21.000 32.000 7 227.813 455.625 227.813 25.000 35.200 8 341.719 683.438 341.719 29.000 38.400 9 512.578 1.025.156 512.578 33.000 41.600 10 768.867 1.537.734 768.867 37.000 44.800
It is important to notice that Hyperspace Nexus wouldn't disbalance existing ships and related gameplay, as their attack speeds against other players won't change, so it still makes sense to improve existing propulsion technologies to high levels.
Final thoughts: I strongly believe that Hyperspace Nexus would be built much more often than Alliance Depot. It makes sense in early/mid-game, as it enables you to move resources between your colonies faster and to trade faster with your friends. Also, if you are a fleeter/raider, you would appreciate faster and cheaper fleet relocation in pre-Jump Gate universe. Even in late-game universe crowded with Jump Gates, Hyperspace Nexus is still useful, as it enables resource relocation faster and cheaper than before.