Homeworld Remastered Collection

Homeworld Remastered Collection

HW2RM SW:Warlords V.047
EvilleJedi  [developer] 21 May, 2017 @ 10:27pm
Primary starting fleet options
I plan on working in at least one or two more starting options that will allow the game to End

1) Reinforcements (the build Buoy) I need ideas on how to "end" the match, one thought is to start a count down timer once resources go to zero and all major ships are destroyed, this is problematic with resource injections or resourcing though.

2) Normal build mode. Start the game with miners and a resource controller and some sort of build ship, build production facilities, game is over when you have no production ships

3) command ship? start with a Hero ship, need to protect it, if it gets destroyed, maybe have 5 minutes to gather enough resources to call in a new one otherwise game over?

thoughts?
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Showing 1-15 of 18 comments
OOM-911 22 May, 2017 @ 12:46am 
Here's my thoughts.

1.) If we can ajust the timer then yes! this and a no rush timer combined would work well!

2.) Definitly! I am totally for this one! Just make the stations behave like stations AKA you can move them once... kinda like the turrets in the main game. having them act like ships would be kinda weird.

3.) Could you adjust this one so that the first ship you build becomes the command ship? I think that could be cool! would add a bit of a guessing game!

Also I would really like it if there was a option to remove all restrictions... I know it's there for reasons... but I do think it would be fun if there was the OPTION to build any ship in the game... I know that there were several before that while in the game you couldn't build...

Anyway those are my thoughts... Good work so far!
Bane 22 May, 2017 @ 2:13am 
Sounds really nice :D
thug hunter 22 May, 2017 @ 8:11am 
Suggestion for ending 1: Maybe a big superweapon comes and destroy's your and the AI(s) ships.
Suggestion for ending 2: The ships just start to loose health slowly.

Suggestion for ending 3: A big spacemonsters comes and attacks the ships, the monster is very big.

This Mod Is Awesome Tough, I Want To See Some Updates Soon!
Bye Have A Great Day! :steamhappy:
Redcommie 22 May, 2017 @ 1:06pm 
I would definetly go for the static, move-them-once stations, now of course the problem is the size of most of the standard maps...A capital ship can wreck everything in range for the moment as it rightfully should.Size matters.
edwin gibson 22 May, 2017 @ 2:33pm 
For 1)
1A) You could have it if there is no friendly ships near the Buoy or in a set distence from it. That game will end. You could combine this option with that Time-er. So you have a set time to get some one back to the battle field.
1B) You could have it that if there is no fighting on the map for a set time. The game will end.
1C) You could have it, that the winner is desided by who ever reaches a certain Combat score. And for this idea. It would be sweet. If the lossing fleet Jumps out in a video. showing the losser's fleet retreat.

For 2)

For 3) You could have a few different game modes for this one.
3A) You could have a few different game modes for this one.
#1 Commanders: You have 5 ships that have comanders on them. If you lose all 5 ships. You lose the game. Same for the other team.
#2 FlagShip: A powerfull flag ship is the center fo the fleet. You need to protect it. or you lose if it's destoyed.
#3 Instalation: You have to guard your non-moving instalation. WHich is quite powerful and spawns new ships over time. Or just launches ships at game start. if you lose your instalation. You lose the game.
3B) You and each player/AI player gets to pick which of the "3A" Options they want for their Forcus. Reguardless of what others pick.
3C) You could have an assault mode. Were one team has a Base/Instalation. Who is trying to defend their base. While the other team is trying to destroy it.

Other ideas)
You could make a Conquest game mode/campaign. One that acts like the Systom conquering campaigns of StarWars Battle front, ANd StarWar Empires are war. Could be fun. :)
if you can't have a star map. then you can make it like a Choice your own advanture book. So after the battle. You can pcik were to attack next. Or if you lose a battle. you can pick where to retrait to. Etc etc. Could be fun. like I said. :)
Pineapple_Man 22 May, 2017 @ 6:15pm 
I think Command Ship should definitely be a thing, along with the standard build deathmatch. I'm hoping Auto Fighters will return in both cases, or a command ship having build options. As for Reinforcements why not just make the Nav Buoy destructable or capturable?
EvilleJedi  [developer] 22 May, 2017 @ 8:45pm 
Standard construction has the highest priority, but I do like the idea of building a single command ship.

I need to evaluate the autofighters script, I plan on using it on the Trade Federation Droid control ship, but on a command ship it would be an interesting option.
Pineapple_Man 23 May, 2017 @ 10:41pm 
Another idea for reinforcements is to maybe add a Golan or equivalent defense near each nav buoy that when destroyed causes a game loss? Replace reinforcements mode with command station mode to go along with standard build deathmatch and command ship. Being able to block production at an opponent's nav buoy with interdictors would be cool, but I'm not sure how that would be implemented.
thug hunter 25 May, 2017 @ 1:46pm 
Suggestion: A HUGE EMP Nuke comes from hyperspace detonates and all the power stuff in the ships will explode.

Just a suggestion for ending!

Bye have a great day! :steamhappy:
kugelfaenger48 25 May, 2017 @ 2:51pm 
1) Make the Buoy moveable once, like the turrets in the vanilla game, so the position is not so predictable, if you attack your opponent. How to end: It would be great if could capture it, like the relics. Or that you need a "boarding party" to drive the enemy out once and for all.

2) Rebells / Republic could have a build ship and CIS / Empire could have a base. The build ship can move, the base don't. Bases are stronger but lacking the moveabilty. This will fit too the different motives of each faction. This needs some balancing of the rest of the fleet.

3) Great idea! Perhaps this command ship could be improved by resarch and module building. This would fit to the movies and will make an interesting decision for the player: Better command ship or bigger fleet?
The 5 Minutes time to respawn it sounds good. Also again: Boarding the command ship could end the game. Would be a nice hommage to Rogue One.

Please dont make too much! Concentrate one some modes, which should be so diverse and fun, that no other modes are needed. :)

Sorry for my english.

Keep up the good work!
bebopyardbird 3 Jun, 2017 @ 2:36pm 
aRE YOU DOING AN offline mode. Sorry, caps lock was on.
Keltskiy 6 Jun, 2017 @ 6:35pm 
Here are some ideas for whats on the board.

1) for Reinforcements Make the Buoy a Captureable Objective and have that set as the home base and losing your home base means you have lost.

2) Sounds fine just like vanilla Homeworld.

3) also sounds great but no Recall you lose your command ship its game over.

New idea/ideas.

4) Carriers only I’m sure we’ve all seen the carriers only mode from the vanilla game why not include this in the star wars mod so give the Rebels Quasar carriers and give the Empire Ton-Falk carriers.
(idk anything about these ships I just spent 5m on google looking up starters carriers)


5) Convoy Defense there is a convoy mod on the steam workshop and I doubt im alone in thinking this would be awesome in Warlords.
Last edited by Keltskiy; 6 Jun, 2017 @ 6:37pm
I like the command ship idea. Just make sure its a decently sized ship. Allegience class for Empire or Home One for Rebel Alliance, for instance.

For nomal build mode, if you wanted something a little more interesting, how about a space station or something? Immobile or close to it, but perhaps with some built-in defenses. Maybe have some carriers as they function in vanilla homeworld so you still have options to build reinforcements on the fly and otherwise shore up your productive capacity.
kugelfaenger48 17 Jul, 2017 @ 2:35pm 
Originally posted by Morphix:
Here are some ideas for whats on the board.

1) for Reinforcements Make the Buoy a Captureable Objective and have that set as the home base and losing your home base means you have lost.

2) Sounds fine just like vanilla Homeworld.

3) also sounds great but no Recall you lose your command ship its game over.

New idea/ideas.

4) Carriers only I’m sure we’ve all seen the carriers only mode from the vanilla game why not include this in the star wars mod so give the Rebels Quasar carriers and give the Empire Ton-Falk carriers.
(idk anything about these ships I just spent 5m on google looking up starters carriers)


5) Convoy Defense there is a convoy mod on the steam workshop and I doubt im alone in thinking this would be awesome in Warlords.


Point 4 and 5 are fine!
edwin gibson 9 Sep, 2017 @ 3:35pm 
Here is a thought for a new game mode.
Protect the Civilians: It's a scenario game mode.
It has 3 Versions, But they work like Reinforcements game mode for the player.
1) You have to Guard a Neutral Base/compound, and it's activities. until a set time is reached or their activities is Completed to a certain extent.
2) You have to escort a caravan fleet to their destination. Possibly through hazardous space.
3) You have to guard a damaged ship. Until they Bring their Jump drive back online. and jump out.

This game mode is meant to be played against the AI. Who will jump in ships at different times and places to try to stop you.

Though a PVP version could be made but with the necessary tweaks to make it fun for both players.
Any thoughts?

Edit:
It looks like Морфикс already spoke of a Convoy Defense game mode idea. o7
Last edited by edwin gibson; 9 Sep, 2017 @ 3:42pm
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