Homeworld Remastered Collection

Homeworld Remastered Collection

Star Trek: Chronicles - 2380
l_zorro_l 4 Jun, 2017 @ 12:16pm
Balancing / Collisions / Mining
Howdy, I just had some comments re: faction balancing and collusions, but wanted to say first that I've been waiting years for this mod and am very excited to be able to play it now.

So, at the moment I've been playing just Klingon and Federation sides, and have noticed that the balance between the two is heavily in favor of Federation, such that I can send 3 Vorcha class ships against a Nova, and do little to no damage unless I get a hit with torpedoes, in which case the AI can have the ship flee combat, and I'll end up chasing it until torpedoes finally take it down. In one specific group combat I lost 4 Vorchas and a Negvar to 2 Intrepid class and 3 Sabres because the Klingon side does so little damage.

I think I saw what you were trying to do with the mining upgrade vis-a-vis the low income on the Klingon side, but the tech tree doesn't allow for an easy upgrade path to improve mining unless you enable rush protection so the Klingon's don't get wiped out early. So, you're left with a choice of either low income so you can buy ships to defend the starbase, or put as much into mining and then hope you have enough income to buy ships before you get rushed. For both Klingon and Federation (especially Federation) the mining ships have an issue docking with the mining frigate. I have to keep an eye on them, else they might get locked in a docking maneuver, being unable to land or unable to abort, so I have to destroy them.

Overall I'd say collisioning is the biggest issue I've seen so far. Ships move towards each other, then can't avert in time so the weaker one gets destroyed. Then the ship that survived gets destroyed because it can't get away from the explosion in time, and any ships around the explosion get taken out or very damaged as well. It was funny the first few times, but now I can't expect a reasonable outcome of victory unless I position my ships in such way that I know they won't move head-on towards the opposing side. Is there a way to keep them from a further distance from each other?

I'm happy for the development and understand this is a beta. Thanks for all of your hard work, this is still the best Star Trek universe game/mod I've ever played.


**
I forgot to add I've been playing 2380's era ships.
Last edited by l_zorro_l; 4 Jun, 2017 @ 12:20pm
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Showing 1-3 of 3 comments
Nathanius  [developer] 4 Jun, 2017 @ 3:11pm 
Hello,

I reverted some changes to the collision family entries for resource collectors and controllers yesterday, they should be mining more smoothly now :)

With a mining handicap the Klingons will feel significantly underpowered, they're supposed to have a much larger amount of ships going through than the Federation. Hopefully you'll see a difference with the update.

Collisions are a pain in my nethers. I don't fully understand how Homeworld is choosing paths so I don't know what's exactly required to smooth it all out. Not using aggressive tactics helps, leave it on defensive for more ships to survive a bout

Thank you for the feedback :steamhappy:
rambo2525 5 Jun, 2017 @ 6:21pm 
Originally posted by Nathanius:
Hello,

I reverted some changes to the collision family entries for resource collectors and controllers yesterday, they should be mining more smoothly now :)

With a mining handicap the Klingons will feel significantly underpowered, they're supposed to have a much larger amount of ships going through than the Federation. Hopefully you'll see a difference with the update.

Collisions are a pain in my nethers. I don't fully understand how Homeworld is choosing paths so I don't know what's exactly required to smooth it all out. Not using aggressive tactics helps, leave it on defensive for more ships to survive a bout

Thank you for the feedback :steamhappy:
I think this might be a part of the game that you cannot change. Maybe they tried to make it more real so if your charging and turn into the oncoming lane of cap ship traffic... I have seen cap ships come close, stop and move away so this seems false unless if its random wether the ship stops or collides. Wish some of the gbx devs were still active.
l_zorro_l 8 Jun, 2017 @ 11:16pm 
Originally posted by Nathanius:
Hello,

I reverted some changes to the collision family entries for resource collectors and controllers yesterday, they should be mining more smoothly now :)

With a mining handicap the Klingons will feel significantly underpowered, they're supposed to have a much larger amount of ships going through than the Federation. Hopefully you'll see a difference with the update.

Collisions are a pain in my nethers. I don't fully understand how Homeworld is choosing paths so I don't know what's exactly required to smooth it all out. Not using aggressive tactics helps, leave it on defensive for more ships to survive a bout

Thank you for the feedback :steamhappy:

I wonder if the ship behavior towards structures would provide any clues as to what HW is choosing to do. When my ships are attacking structures, they stay put once they're in range, and only get close enough to fire torpedoes. I have to manually move them to get them into phaser/distuptor range.

When it's ship vs ship, the impression I have is that anything larger than a scout still acts as though it's scout, or perhaps a gunship. The vessels move towards each other like fighters, instead of taking a stand-off range the way the large ships do in HW2. Even the capital ships will try to move sideways to avoid other ships at times (just like the gunships).

Essentially, the ships are choosing between two behaviors; when attacking structures, they act like large ships. When attacking other ships, they act like small ones.
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