Homeworld Remastered Collection

Homeworld Remastered Collection

Classic Races Remastered Mod
Emsolator  [developer] 18 Apr, 2015 @ 4:25pm
Kadeshi Modules and what they are getting.
So, while up with a nasty ear infection last night I alternated between playing random games and jotting ideas down. The Kadeshi obviously need more than a few modules, but, I want them to have stuff that is not carbon copied from the HW2 races as that is a bit sad.

Currently they have
Generic:
Research Module - obviously for research
Hyperspace Inhibitor - Because it is what they are known for

Sensors:
Proximity Sensors - Who wants to deal with stealth?

What I have planned
Generic:
Engineering Module - Increases build speeds by 25%
Resource Processing - Increases rate Collectors dump their RU in by 30%

Sensors:
Hyperspace Sensors - They clearly had these, they were able to track the Kushan thru the "Gardens" anyway.
Sensors Array - Expands your default sensor range, not unlike the portable ones the Kushan and Taiidan get.

I would love to get them at least one more generic module but I am out of ideas. I could give them one that adds an ability or another passive buff? They do not cloak anything so that is out. Maybe a temporary buff module that increases damage output for a short period of time?

If you have no ideas, at least I hope the list of what the Kadeshi are going to get is helpful.
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Showing 1-6 of 6 comments
Starwolf1991 19 Apr, 2015 @ 6:04am 
Gonna put my two cents worth in here. I'll be looking to Cataclysm for some extra ones where I can but these are the few that come to mind. They are provided at enhancing the flexibility of the Mothership as a weapon itself;

'Advanced Propulsion' - Passively increases the maximum movement speed OR the acceleration/deacceleration rate of the Mothership.

'EMP Emitter' - Releases an Electromagnetic Pulse blast in a circular radius around the Mothership, disabling ALL nearby ships (Non-discriminate). In addition to a very long recharge time, the Mothership's weapons and hyperspace module are temporarily taken offline to prevent damaging feedback or overload of other systems.

'Expert Gunnery' - Passively improves the fire accuracy and/or damage output of the Mothership's point defense kinetic systems.

The above options you've listed meanwhile are all excellent ideas. All of them provide good incentives and have their value in a variety of a situations. In doing so, Kadeshi commanders will be able to assess their priorities and determine what will best suit their needs most. For instance, does he want to get a massive fleet built quickly? He can go for the engineering module and build like a madman. Does he want play risky and use the Mothership's offensive capabilities for tactical strikes? The Hyperspace inhibitor will suit such a purpose. Or is he paranoid about the unexpected? Proximity Sensors will help reduce that paranoia by preparing him against Stealth-orientated strikes.

Last edited by Starwolf1991; 19 Apr, 2015 @ 6:06am
LyNX_019 19 Apr, 2015 @ 6:43am 
i like the emp emitter idea and mothership hull gun upgrate :)
Emsolator  [developer] 19 Apr, 2015 @ 10:13pm 
Yeah I like the ideas of letting you make the mothership more combative or supportive. It has 3 or 4 regular slots and 2 sensors I think? Carrier has 2 regs and one sensor I am pretty sure. I honestly cannot recall off the top of my head. Either way, the carrier might not get access to some of the heavier combat oriented ones as it only has 4 hull defense guns like most HW1 carriers do. Not really a whole heck of a lot there to buff. But it might not hurt anything to throw it in there anyway in case someone is crazy like that.

Since I am nice and behind thanks to the ear infection, I will have the first batch of Kadeshi modules out this week with additional ones once they are done. No clue how I am going to rig the AI up to use them yet, maybe just build em at random? One hurdle at a time.
Starwolf1991 20 Apr, 2015 @ 12:55am 
Originally posted by Altroth:
It has 3 or 4 regular slots and 2 sensors I think? Carrier has 2 regs and one sensor I am pretty sure. I honestly cannot recall off the top of my head.

Ran a check earlier. Both the Mothership and Carrier currently have two module slots and one radar slot each. I would probably bump the Mothership up to 3 considering the options its likely to get but also so one has to carefully balance their options while also being able to possess the research module. I also thought of another module that might be carrier applicable as well:

'Distortion Systems' - Based off Sensor Distortion Probes. A distortion array is activated onbard the Mothership or a Carrier, temporarily blinding hostile long range sensors. This will allow for masking the approach of a Kadeshi taskforce in close proximity to the ship mounting the module. The effect should be brief and the cooldown time a long one to promote tactical use.
Last edited by Starwolf1991; 20 Apr, 2015 @ 12:56am
Emsolator  [developer] 24 Apr, 2015 @ 8:40am 
Got the first batch of the Mothershp modules in. They do not have unique models yet. VERY low priority. Their destroyer/cruiser come first. Weird glitch with the UI not displaying all four of the MS's module slots as mentioned in patch notes I have not figured out yet. They work though.

The damage boost one I held off on just for a bit as I settle on a number or two. It works for about oooh 20-30 seconds and gives you a 20% damage boost. Enough that your hull defense guns can shred up some fighters or that frontal ion cannon can fire off at least one painful burst of damage. But I just hate how useless it seems for the carrier.

The resource boost one I alternated into a 'increases the resource collection rate of nearby ships'. Seemed more useful than 'increases resource dropoff rate'. Not that we know much of Kadeshi harvesting since they make no canonical on screen collectors at any point. In fact, since they worshiped that nebula/garden odds are they would never harvest it and just salvaged scraps from their victims. Who knows though.
Starwolf1991 24 Apr, 2015 @ 11:08am 
The first batch of modules have been great so far. Plenty of fun with those. I'll write up on that in feedback soon.

Meanwhile, I'm definitely with you on the damage inrease and resource modules. A damage boost isn't an easy thing to balance, but it will be excellent. I can also see how it might not be beneficial for the carrier; at least in its present state. But who knows though, maybe the Carrier will go places if you get my drift ;) And the resource one is a definite improvement over the original idea; much as I liked it, this new one is MUCH better from an efficiency and logical prespective. It'll be a worthwhile investment in the long haul for any ecnomy-driven commander.
Last edited by Starwolf1991; 24 Apr, 2015 @ 11:09am
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