Homeworld Remastered Collection

Homeworld Remastered Collection

FreeSpace: Fleet Command v4
Gameplay and Game Mode suggestions
Please note that I have some small experience modding Homeworld II, and many years experience modding ArmA III and Battlefield II. If you agree with this ideas, please contact me and I would love to help you implement some of them.

In blue planet 2, and freespace 2, a lot of combat in Freespace 2 is spread out over large areas at the same time. When ships fight over a system, they fight over many strategic points at once. I feel that your mod has the ability to recreate this by making minor changes to the economy.

Rather than having players mine resources over a central base or starting asteroid fields., players should have to control many different areas at once in order to lock down a system and then destroy the opposing fleets. I propose the following objectives with effects get added to the game. These objectives are controlled by placing a ship of any class other than fighter, platform or bomber near to them. Nav Bouys, Shivan Unknown Objects, Science Vessels (Argo), Freighters and other ships can count towards this.

Ambient Objectives

Subspace Node: Allows ships of size greater than corvette and fighter to be called in. At least two nodes should be present on any map.

Supply Depot: Periodically generates RU for controlling player. Multiple of these should be on the map at once, and players should be encouraged to own as many of them as possible.

Gas Cloud: Periodically generates RU but only when a gas miner is nearby. Gas Clouds should restrict sensors.

All objects should be captured over a period of time. Sitting by an object should not instantly capture it.

Game Modes


Meeting Engagement: Control All Subspace nodes and destroy all enemy vessels of Corvette size or greater, as well as command utility Vessels.

Discovery Control more ancient ruins (Ambieint Object, randomly placed) than your opponent does for a longer period of time. (Should be similar to battlefield conquest game mode.) Perhaps objectives could be temporary, and after one player captures them fully, a new one is generated. This will keep the game play dynamic and interesting.

Siege One player controls a subspace node and an arcadia station, while another player attacks the station with a collection of ships. Resources should be allocated.

Blockade Run One player defends a subspace node which is owned by another player. The defending player has a limited number of ships, and a station, but cannot call for reinforcements. The offensive player begins with more RUs to call in ships, but must strategically call in units to erode the defender.


I feel that these modes can really bring out the feel of Freespace 2 and differentiate ths mod from homeworld in a way that spreads out combat to more areas of the map, rewards recon, and develops the ships away from just large scale fleet battles. I have also seen some of these features shown in the default version of Homeworld Remastered. Perhaps the features there can be used as a base.

Concerns about balance and cheese

Destroyers could rush the jump node and end the game instantly!: Destroyers should not have the ability to jump for a few minutes. They've just arrived in system, and should need some time to recharge. Also, with the current nerf to destroyers that shut down their beam weapons, they aren't really usable. For all intents and purposes, the game should be about fighters and smaller ships for a while.

What gameplay changes will this bring?: The game should become more competitive and tactical. Players will be fighting for control of the area very quickly, rather than trying to build up and just kill the enemy.
Last edited by [242] CPT. Helios; 6 Apr, 2016 @ 2:07am
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Showing 1-15 of 21 comments
chrischris69  [developer] 6 Apr, 2016 @ 8:17am 
Thanks your your ideas! I lot of these mirror some internal dev ideas. I'd really like for you to join some of our online multiplayer a bit more to get a feel for how the game works. There are quite a number of cool things that go on and I'd love for you to see how everything works. We've been balance testing for over a year now and got the game to a really nice place.
The other thing is that these game types are extremely development intensive and not easily inherently supported by the engine. While doable, it would take a while to have a workable release of these gametypes out.
Lock&Load98 6 Apr, 2016 @ 1:23pm 
Not sure if it's a Homeworld issue but I faced an AI and his fleet was on the very edge of the map, far beyond the "Playable" map. They where so far out my bombers would stop (They would pass the part of the map you can issue move orders, but they would stop before anywhere near bomb range. This led to a rather unpleasant 30min where I had to save enough ore to get a Super Destoryer / tech to barley be able to attack them from extreme range.

So probley a HM issue but is there anything you can do mod side to reduce the area ships can move outside the map??? Basicly maybe like 2KM from the *clickable* area. Ether way the mods outstanding! Loved it, have not played FreeSpace in ages. Thanks for taking the time to make this. :D:

*Edit: Added screenshot to help show what I mean. Not the same match, but still works.
http://i.imgur.com/g4ICpdg.jpg
Last edited by Lock&Load98; 6 Apr, 2016 @ 1:34pm
I'll be online tonight if I can. Hopefully we can get a few matches going. I played a few rounds against my buddy earlier. Had a good time. We couldn't get the AI working for a 2v2, because we had the desynch, so we just played on smaller maps.

Hopefully I can get integrated with you guys sometime soon and help with these. If anything, I would at least like to get the resource objectives into the game myself.
chrischris69  [developer] 6 Apr, 2016 @ 7:16pm 
Lock&Load,
I haven't seen that issue at all. Are you using random maps or a set map. The random maps are the intended way to play the game and shouldn't have that issue. However, I do believe the AI is not bound by the restraints that players have and can move itself out of the map.
CrawlingChaos We don't usually use AI in multiplayer. Multi is intended for PVP. I'll let you know when I can get a crew on. We'll probably start leaning on a multiplayer group soon.
Lock&Load98 6 Apr, 2016 @ 9:22pm 
It was the 2 Player random normal map. It's only happened once. But TBH have only had the chance to play two games. Will let you know if it happens again. Just thought I'd let you know.

Again huge fan of FreeSpace. Thanks again for making it. :D
Kim Il Sung 6 Apr, 2016 @ 10:13pm 
Damn this is bad ass helios.
chrischris69  [developer] 6 Apr, 2016 @ 11:34pm 
helios is love.
helios is life.
Zastaver 20 Apr, 2016 @ 12:23am 
so what ever happened to the experimental GTF Myrmidon carrying 4 of them ;p, anyways any chance we can get more options like RU injections, and stuff like gass miniors produceing RUs when in a gass cloud and alike
Alphadog 13 May, 2016 @ 6:10am 
One problem with the mode compared to the game is that the bombers have apperantly the same firepower as in Freespace 2. The problem is that in freespace you were part of squadron of 4 and the damage was accordingly, but in the mod if you get attacked with 7-10 squadron (which is normal) at the same time and you are dead.
[242] CPT. Helios 13 May, 2016 @ 1:23pm 
How 2 Counter le bomber spam
Put Fast tracking Turrets on your destroyer.
Have Cruisers with Fast tracking Turrets
Have interceptors and shoot up the bombs
Have assault fighters and mess up the bombers before they get to you.
Use your hilraious sensor range and move your destroyer before the bombs get to you.
Brelaser 26 May, 2016 @ 6:47am 
I would absolutely love to play the campaign with this mod. Terrans as higaarans and shivans the vaygr
Regulus 29 May, 2016 @ 1:19pm 
Moar starting options
1) setting damage 25% 50%, 75% 100%
2) setting HP/Armor 25-100%
3) setting building speed 25-100%

sometimes i would love to see 3-5min battle, not 30sec final debris:)

Tactics could be set per CPU, not whole game. but i think it might be some developer problem
Volron 29 Jun, 2016 @ 12:14pm 
Something I'm curious about, but why do we need to research "Fast Tracking Turrets" for cap ships? I honestly think that all transports, freighters, and cap ships should default have the ability to shoot down bombs, not something that needs to be researched. Feels off everytime to have to research those.
[242] CPT. Helios 29 Jun, 2016 @ 12:47pm 
For the same reason that you have to research Photon Beams, Terran Marines and Anti Fighter missiles.

Balance.

If you want all the ships to have the weapons they were given in the lore, use the last-man-standing mode. The researches in game are put in place for the meta. Fast tracking turrets themselves is one of the strongest upgrades in the game for facemurdering bombers.
Last edited by [242] CPT. Helios; 29 Jun, 2016 @ 1:01pm
Volron 30 Jun, 2016 @ 10:13pm 
I've yet to see FTT as strong as you claim it to be (unless there is an accuracy buff against strike craft I've been missing). More than a few times I've had just 2 or 3 wings of bombers get bombs on target through my FTT (this is with a Hecate). For the cost and time required to get FTT up on both cruisers and destroyers, I'm missing the "balance" for it. If it required 6 wings of bombers before bombs will hit through FTT, I'd understand. FTT does NOT need a buff, it's fine where it's at. But requiring research, especially for destroyers, is a bit of a pain.

Now, I don't consider it game breaking. I would've said something along those lines ages ago if I thought so. Just a little bit of a hassle for something that isn't a major game changer. Photon Beams, Terran Marines and Anti-Fighter Missiles on the other hand, unlock ships which can drastically change how a game flows, so the comparison falls a little short.
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