Homeworld Remastered Collection

Homeworld Remastered Collection

LPF MOD v5.510
 This topic has been pinned, so it's probably important
dengun  [developer] 23 Jun, 2015 @ 4:00am
Ideas thread
Here is a thread to discuss ideas.
It is a place of proposals to improve the MOD.
However, please have even remember that it is not in place to enforce it. :)
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Showing 1-13 of 13 comments
dengun  [developer] 23 Jun, 2015 @ 7:47am 
I these days "FX:Galaxy v1.0.9FIX2 - The Legacy"
I played .
This MOD which "9CCN" (9th Fleet MOD Team) makes is splendid.
Many splendid functions, the game mode, the visual impressed me.


I grieved over failure of MOD of oneself at the same time. X(
It was repeated many times, but this is the problem that is hard to be settled.
Therefore I find out solution only for me.
My MOD is poor, but aims at the simple structure for underhand in it.

It is to be appreciating the fleet war which is the first idea and the game mode which can play in it willingly.
The small game is enough for LPF.
Last edited by dengun; 23 Jun, 2015 @ 7:48am
dengun  [developer] 26 Jun, 2015 @ 9:31am 
I think about the change of the effect of the ion beam of the bow of the LPF_battlecruiser.
I want to add expansion and fine particles of the discharge light.
ReaverSP 27 Jun, 2015 @ 2:14pm 
Before taking new ideas to work, I think what it needs to be done is to finish the core mod.

For example:
*DIO does not have a proper shipyard. The current model is the same as the carrier.
*DIO cannot build carriers from the mother ship while LPF can.
*DIO does not have deffensive turrets while LPF have.
*LPF destroyers are drop by hyperspace and DIO by the mother ship. Frigates and capitals should be drop by the mother ship and frigates hyperspace for carriers...

Then other ideas to complete the mod should be taken and I have ideas for that to but... Is your mod I am no one to tell you what you should do. I can only share ideas.
dengun  [developer] 27 Jun, 2015 @ 4:48pm 
Originally posted by ReaverSP:
Before taking new ideas to work, I think what it needs to be done is to finish the core mod.

For example:
*DIO does not have a proper shipyard. The current model is the same as the carrier.
*DIO cannot build carriers from the mother ship while LPF can.
*DIO does not have deffensive turrets while LPF have.
*LPF destroyers are drop by hyperspace and DIO by the mother ship. Frigates and capitals should be drop by the mother ship and frigates hyperspace for carriers...

Then other ideas to complete the mod should be taken and I have ideas for that to but... Is your mod I am no one to tell you what you should do. I can only share ideas.

@ReaverSP

Thank you for advice.
I think that it is the first thing to do that the present conditions fill unit differences between LPF and DIO, too.
The units are going to be built more in future.
When a basic unit of LPF and DIO was prepared, LPFMOD becomes V1.00 for the first time.
It will take much time.
However, I complete it.

By the next update, I solve the problem that a mother ship cannot drop a carrier.
I made mistake of this simply. XD
randadan 11 Jul, 2015 @ 3:41pm 
How about remastering the models?
dengun  [developer] 11 Jul, 2015 @ 7:17pm 
@Hummer
Remastering method of model?
ReaverSP 20 Jul, 2015 @ 9:38am 
Originally posted by Hummer:
How about remastering the models?


Originally posted by dengun:
@Hummer
Remastering method of model?

Maybe he is asking for more detail models, more poligons and better skins. I agree with that but, as I said before, when the mod is completely finished.

Dear dengun

I have seen that DIO faction is more futuristic than LPF in terms of weaponry but, why does have DIO battlecruiser kinetic guns?

I have to say that I was specting some awesome gun fireing from LPF battlecruiser main batteries but, simple Ion cannons? Why not a heavy version of the LPF destroyer batteries?

May I suggest a waepon/tech difference betwen LPF and DIO? Like LPF is more about semi-old fashion weapons like missiles, torpedoes, laser beams, kinetic guns and flak guns.
DIO being "moar" advance with energy missiles, proton torpedoes, ion beams, energy guns and fast tracking energy guns (as flak guns).

If I only have modding skills, I would be happy to help you on this mod. I magine it on the main/solo campaign...
Last edited by ReaverSP; 20 Jul, 2015 @ 9:39am
dengun  [developer] 21 Jul, 2015 @ 4:14am 
Originally posted by ReaverSP:
Maybe he is asking for more detail models, more poligons and better skins. I agree with that but, as I said before, when the mod is completely finished.

Dear dengun

I have seen that DIO faction is more futuristic than LPF in terms of weaponry but, why does have DIO battlecruiser kinetic guns?

I have to say that I was specting some awesome gun fireing from LPF battlecruiser main batteries but, simple Ion cannons? Why not a heavy version of the LPF destroyer batteries?

May I suggest a waepon/tech difference betwen LPF and DIO? Like LPF is more about semi-old fashion weapons like missiles, torpedoes, laser beams, kinetic guns and flak guns.
DIO being "moar" advance with energy missiles, proton torpedoes, ion beams, energy guns and fast tracking energy guns (as flak guns).

ty ReaverSP

Improvement of the skin, has been studied later. Still, it is not the time.


Each LPF and DIO is supposed to be with a different system of technology.
As a concept, LPF is strong in the technology of powerful energy weapons (for example, ion cannon),
DIO is something that missile technology with strong firepower is strong.
However, it is a concept, it can not be said that has been reflected in the absolute.

For example LPF battlecruiser sends an enormous amount of energy in each turret using the large institutions that have been built into the ship, emits a powerful ion beam each turret.
However, it was I lost the room to load the missile.

In the case of DIO battlecruiser, while older and a large amount of the missile is equipped with a reliable kinetic Cannon, and equipped with state-of-the-art proton launcher in surplus space.

When I design the ship, it is located in order to think about the technical configuration.

Originally posted by ReaverSP:
If I only have modding skills, I would be happy to help you on this mod. I magine it on the main/solo campaign...
You will make a MOD for solo play?
Wolffhauser 15 Jan, 2016 @ 10:48pm 
First of all, I've really enjoyed your mod, I think you've done a fantastic job with it so far! And I think that adding certain upgrades to your ships would be a nice touch as well. Here's an example of what I mean: I never really liked how the motherships in Homeworld had absolutely no weapons (I understand that that's just part of the game, but it still never really seemed right to me), probably because I've always thought of them more as dreadnoughts. So heres my humble suggestion, weaponize the mothership, give it some kind of awesome superweapon. HOWEVER, give it a big weakness as well, like having some kind of weak spot somewhere on the hull that you can target to take down the mothership easeir. This is were the upgrade comes in, you can upgrade your mothership to be a dreadnought, but you sacrifice armor in place of weapon placements, or you lose the ability to build capitol ships. Actually its more of a customization feature I guess, because you don't have to "upgrade if you dont want to, it all depends on your play style. And either way, its a very strategic choice, which plays into Homeworld's game genre and makes your mod even more interesting and fun to play than it already is! Anyway, sorry for the long post, I just wanted to throw that idea at you and see what you think.
dengun  [developer] 16 Jan, 2016 @ 4:36am 
Originally posted by Sheldrix:
First of all, I've really enjoyed your mod, I think you've done a fantastic job with it so far! And I think that adding certain upgrades to your ships would be a nice touch as well. Here's an example of what I mean: I never really liked how the motherships in Homeworld had absolutely no weapons (I understand that that's just part of the game, but it still never really seemed right to me), probably because I've always thought of them more as dreadnoughts. So heres my humble suggestion, weaponize the mothership, give it some kind of awesome superweapon. HOWEVER, give it a big weakness as well, like having some kind of weak spot somewhere on the hull that you can target to take down the mothership easeir. This is were the upgrade comes in, you can upgrade your mothership to be a dreadnought, but you sacrifice armor in place of weapon placements, or you lose the ability to build capitol ships. Actually its more of a customization feature I guess, because you don't have to "upgrade if you dont want to, it all depends on your play style. And either way, its a very strategic choice, which plays into Homeworld's game genre and makes your mod even more interesting and fun to play than it already is! Anyway, sorry for the long post, I just wanted to throw that idea at you and see what you think.
Thank you for your opinion.
There were also very many interesting things in your proposal.
And it will also answer to it.

Only additional unit according to research in this LPFMOD becomes the rule.
Research and sub-system to change the ability of the ship is scheduled you do not want to implement.
It is because they think it's style should aim better simple game.
Future version up, and the addition of new units,
Re-design of the old model is the plan to become a job.


Your interesting proposal, actually am surprised that we are similar to what you are thinking of me.
I am now, I think the plan of the new MOD.
Although it will be a form that aims to complete the form different from the LPFMOD,
Strengthening by upgrades and subsystem will be the basic rule in it.
Your proposal might be adopted in there.
retrograde_orbit 24 Jul, 2016 @ 1:13pm 
Ideas:
Commander Battlecruiser/ Flagship Battleship
Extremely large battleship (2 to 4 times bigger than battleship) with hangar and production slots (3 - so it can produce strikecraft, corvettes, and frigates.), many turrets. Slow, because of incredible armor, size, and arnament. best way to move is hyperspace.
Can only be one per player, because of how powerful it is.

Starbase
When constructed, it must be hyperspaced to wherever it must be positioned, because it has no conventional drives. Would be armed, large hangar, 3 production slots (Strikecraft, corvettes, frigates)

Capital Shipyard
When constructed, it must be hyperspaced to wherever it must be positioned, because it has no conventional drives. Massive, and only has 1 production slot. (Capital) But, it builds capitals faster than any other means of constructing one. (Except Hyperspace Beacon)

Hyperspace Beacon
When constructed, it must be hyperspaced to wherever it must be positioned, because it has no conventional drives. This station calls in ships from hyperspace to come to this sector. It would only take 5-60 seconds to call in a ship, depending on size (i.e. fighter squadron: 5 seconds, battleship: 50 seconds). But, calling in a ship from hyperspace is more expensive - its base cost plus +500 for strikecraft, +700 for corvettes, and +1000 for capitals. So, in emergency or when you have lots of RUs, you can use this to quickly call in units.

Customization of ships. i.e. you buy a battlecruiser, but it spawns without any weapons. So you could go in a menu and choose what weapons you want on it.

dengun  [developer] 25 Jul, 2016 @ 2:56am 
@Stellarcrazyargonaut
Masu throne Thank you for the idea.
Some of the items, I also include those under consideration.
It is the item and star-based flagship battleship.

For the ship yard, we believe that may remain in the unit of the current Shipyard gate.

Very interesting about the hyperspace beacon, but it was attractive proposition, this is said to be difficult on a technical problem.

It is in technological development with respect to customization of the ship.

I am not yet able to eliminate the CPU error of the sub-system.

Currently, I am focusing on the development of command cruiser.
After that, will the remake work of the early to make the model, we carried out such as the re-adjustment of balance.
It seems that still takes time to execute this idea.
Hello, before I can offer ideas, I have a question.

What is the idea behind either of the factions? I have played the mod a little, got a feel for LPF. But I don't know why the factions are fighting each other nor how they intended to fight (quite FAST and BRUTALLY I must say compared to the Homeworld Races though.) So I was curious as to what went into them (or will go into them) and why.

In any case, cool mod! I like how you have made these factions play differently enough from the Homeworld races while still playing like Homeworld. Keep it up!
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