Homeworld Remastered Collection

Homeworld Remastered Collection

HW2RM SW:Warlords V.047
AmberGoldPL 17 May, 2017 @ 8:48am
Veteran user feedback
Hi EJ, back in the days of original HW2 the Warlords mod was among one of my favorites. I can't believe how long ago it was :)
Almos immediately after HW remastered release I tought "I'd love to see Warlord for Remastered". Now my dream has materialised :)

Even if this is early alpha with only small content I'd like to provide my Feedback...from original Warlords mod. This is exactly because the Warlords Remastered are at the early stage, so the changes could be implemented if deemed valid.

Ok so back in the old days I had only 3 issues with the original Warlord mod:
1) Poor performance - this was mainly due to fact that original HW2 used only single core-CPU and Warlords models and scripts were not optimized well (but I got to admit the later versions of Warlords improved with the performance).

I think that this could be adress by the fact that HW Remastered is better suited for multi-core and avaliable models and scripts are now more optimized.

2) Too many damn ships! this might sounds funny, but with expanded universe we ended up with hundreds of ship types for each faction. While at first it looks cool I end up with not using ship because I know what is it's purpose, but using it because A looks cooler than B and C is bigger than B.

I must admit that even after so many years I do not consider myself Star Wars nerd, so I don't know the story behind every minor ship. For Example it is easy to see the diffrence between Y-wing and B-wing, or Victory SD and Imperator SD, but what is the difference between Correlian Corvette and Corelian Gunship? Both seems to be very similar in size and performance. This is only single example, but in old Warlords there was multiple such cases where we had many similar ships performing similar roles.

I'd rather have something like in old game Empire at War - where every ship had a purpose and is not put just for the cool factor. Now I prefer quality over quantity.

3) Fighters were useless and/or impact performance.
Back in the days Fighters were nothing but niusance. To be effective against single ISD you had to put a significant swarm of fighters and still expect to take heavy losses.

In new Warlords I'd like to see more meaningful role for fighters. How to do this? Well this is the hard part, but once again old Empire at War provide some inspirations:

- make that capship are vulnerable to fighters - significantly reduce or completely remove anti fighter turrets (additional performance bonus because CPU don't have to calculate thousands of those tiny turrets)
- reduce capship weapon dammage and accurracy against fighters.
- increase bomber torpedo dammage against capships - a salvo from several squads of B-Wings should significantly damage the ISD.
- make dedicated Anti-fighter escort ships (e.g. Carrac, Lancer, Tartan) and keep some light turrets on small ships (make Corvettes and Frigates more useful)
- because bombers will be more deadly and escort ship will be relatively slower, it will be wort an effort to invest into fighter screens.
- both fighters and bombers should come in squads (again jusr like in EaW). Single-fighter/squads are too expensive (you cannot recall the squad for repairs) and require too much micro-management.
- add destroyable subsystems to bigger capship - I don't mean the way of old Warlords where every single minor turret was destroyable - this is too work intence, CPU heavy and distracting. I'd rather prefere something simple like Engine, Shields and weapon substem.
When you destroy Engine ship cannot mvoe or jump, when you destroy shields ship defensive stats and healt regeneration decrease. When weapon subsystem is destroyed ship cannot fire or it's accuracy is significantly reduce.
- make that subsystem are very resilent against all weapons...except fighter weapons.
Last edited by AmberGoldPL; 17 May, 2017 @ 8:55am
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kugelfaenger48 19 May, 2017 @ 2:19pm 
Bravo to you, Sir! I agree to most of your points. Mostly the mod feels just like an empty plastic model. There ist no balancing, nothing you can realy play with. Throw your ships in a battle and *BOOOM* Star Wars happens... Not! Because Fighters doing no damage to bigger starships, ISDs are weak as f+++ and so on...
I realy hope there will not only some models but also some game. Star Trek Contiuum makes a good - not perfect! - example.
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