We don't even need to use Jump drives at all... HFEGs are quite useful on their own, withoutthat perksy early warning of that warm spot developing before you jump somewhere...
Well, it
does provide a useful bait. Have a couple Jump Ships quickly jump into and out of a jump point (or pirate point), leading an enemy to prepare for an imminent attack on that front, only to be snookered when the main fleet actually transitions into another location. Intersperse this tactic with a couple attacks where we actually follow through on the false lead and do attack from that jump point and we force an enemy to split their forces.
You can understand them to a degree... If you are extremely paranoid about your neighbours.
It's not paranoia if you're proven right.
Might be a good idea and might change dice around a bit? Seems like if anything have almost to easy a time with things falling into place. Hard to start up a debate or different choices when they are no real different choices just variations of which project to do next. But then that's not completely fair. We do getting branching choices. Just seems one is usually obviously superior so why argue about it?
Soft disagree.
If we always had obviously superior choices, we wouldn't have dragged our heels on projects like
Project Byzantium, or almost on Von Neumann. I feel like more often than not we have the choice between immediately and mediately advantageous choices (
Operation Tortuga Down vs
Extended Anti-Piracy Patrols), and the occasional long haul/odds option. Like, I
want HFEG Jump, but I have to weigh a probable loss (P(240+12d100≥300)=30%) there against blocking the slot for 12 turns. Heck, if we're unlucky and repeat that action until it succeeds we may be looking at 40+ turns here. Narratively it makes sense, 10 years for merging two different approaches to FTL seems like a good guesstimate, but from game perspective? No.
Or have 2
Further Survey missions to map all of our survey bubble. With 65% chance of success for 4 turns and a bonus of +10 each turn every single turn has good odds (P(1d100+10≥35) = 76%), and the overall odds of success for the mission itself are
really good (only 1 in 60 odds of failing that mission). Even arguing outside of the safety net of good odds, narratively speaking we know of 9 worlds in that region, but the rewards lay between 12 and 52 systems (10+2d20); even if Warringer included the unsettled systems among that count, there're good odds looking at another dozen systems.
(Frankly, given the reward I assume Warringer rolled the 10+2d20 beforehand for the total amount of systems and introduces them as the individual rolls succeed)