Okay, so my first 4X game was Stars! by Empire Interactive. It was simple, graphics were limited, it was made by one guy who had made it just for fun and initially hadn't even planned on releasing it, but it had a certain charm and it was fun to play.
One of the things I miss from Stars! is that you could send your ships anywhere. By that I mean, you weren't restricted to corridors between planets, but could set waypoints anywhere on the map, completely at will. If you wanted to send a ship straight from one distant star to another, you could. If you wanted to station a sentry ship or minelayer in deep space, you were free to do so. If you wanted to fight another fleet, you just had a ship target it and it would intercept it.
Latelly, it seems most (all?) 4X games have chosen to let there be fixed corridors you have to travel in between stars. Want to go from A to D? You'll have to go to B first, then to C, then finally to D, just 'cause the game says so.
So partly out of sheer curiosity, I'm wondering: what exactly are the benefits of doing it this way. It's a space game, isn't part of the allure of deep space the freedom to go exactly where you want to? To me, fixed corridors between planets makes as little sense as fixed corridors between ports in EU or HOI, as in, "you can't just order your cruiser to go from the Phillipines to the open seas north of Hawaii, you have to visit Guam, Midway, and Pearl Harbour along on the way, and then go straight north to the destination sea zones".
This isn't criticism as much as it is an invitation to discussion. So, what do you think the pros and cons are?
One of the things I miss from Stars! is that you could send your ships anywhere. By that I mean, you weren't restricted to corridors between planets, but could set waypoints anywhere on the map, completely at will. If you wanted to send a ship straight from one distant star to another, you could. If you wanted to station a sentry ship or minelayer in deep space, you were free to do so. If you wanted to fight another fleet, you just had a ship target it and it would intercept it.
Latelly, it seems most (all?) 4X games have chosen to let there be fixed corridors you have to travel in between stars. Want to go from A to D? You'll have to go to B first, then to C, then finally to D, just 'cause the game says so.
So partly out of sheer curiosity, I'm wondering: what exactly are the benefits of doing it this way. It's a space game, isn't part of the allure of deep space the freedom to go exactly where you want to? To me, fixed corridors between planets makes as little sense as fixed corridors between ports in EU or HOI, as in, "you can't just order your cruiser to go from the Phillipines to the open seas north of Hawaii, you have to visit Guam, Midway, and Pearl Harbour along on the way, and then go straight north to the destination sea zones".
This isn't criticism as much as it is an invitation to discussion. So, what do you think the pros and cons are?