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Post by zatch on Nov 21, 2006 21:38:30 GMT
No betas will be released. Not sure when I'll release another video.
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wedge
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Post by wedge on Nov 22, 2006 10:54:13 GMT
lol ok, keep up the good work though guys ;D and go CCP for letting you use the models & textures...surely that's gonna make things faster?
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libre
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Post by libre on Nov 23, 2006 6:06:57 GMT
being a long-time player of EVE (3yrs) and the Homeworld series i can say you had better not give up on this mod or you better expect some poddings would love to help if i can, not so good with models and textures but have done a lot of effects and balancing (mostly tweaking values in notepad and the such) in the past and have great knowledge of both games in question here, plus i like the way ya seem to be taking this anyway i have many many questions and thoughts: What guns? will you be using various versions of each ship (ie: Pulse Geddon, Beam Geddon) or a single version (where possible) so not to overcomplicate things? (Pulse Geddon, Beam Apoc) will the ships have the same hp values as in EVE? with the seriously increased efficiency (cause nobody listens to the FC in real fleet battles...) 50vs60 BS fight could last a whole 2 minutes, telling all your BS to instapop an enemy bs per volley, whereas in EVE youd have people not listening and shooting other targets, people lagging out, people running away, etc How do you manage things like Shield, Capacitor and Active Tanking? will there be special abilities to do that? will NOS exist? Statis Webs. every pulsegeddon and blasterthron is incomplete without them, else they get raped by a good thorax pilot. how will this be managed? Drones. in a 50vs50 EVE fight, if everyone deployed drones, it'd lag like hell, but in smaller engagements its fine - will every ship have drones, or just the drone ships? (arbitrator, vexor, typhoon, dominix, etc) Production. how will ships be produced? in EVE,all production is done at stations and POS'. will there be things like conquerable stations or extremely costly POS' that can be used for ship production? how fast will things build? what is the advantage of controlling multiple stations? are they limited in any way to a ship size? (ie: BS max) and getting ships larger would require investing in a capital assembly array (sortof like a shipyard is required to build a BC) and would the smaller capital ships be able to produce low-end ships - ie: carrier can build frigates and destroyers, mothership can build up to tier 1 BC Titans. ATM they seem to be the motherships but the role they suit is more one of fear and "im about to die" rather than as a huge flying factory. would it not make more sense to use the actual motherships (nyx, etc) for this, and have titans as an end-game unit that require ridiculous amounts of resources and logistics to produce, but building one near enough guarentees you supremacy on the battlefield (doomsday could also be similar to siege cannon on Cata) Electronic Warfare. is it possible with hw2? target jamming, target painting, tracking disruption, sensor damping being the 4 types, but im thinking none of these are directly possible in the hw2 engine - my advice would be to leave them out completely if not Cloaking. in EVE you can stay cloaked forever and had great uses for suprise attacks, in HW2 it lasts for a very limited period of time, but in multiplayer (assuming you're going to include multi with this mod, which you had better cause that's all im interested in) you could have people just keeping a win-condition ship like a carrier cloaked inthe middle of nowhere. would win conditions be changed to allow this? (ie: station control) Ammo and Charges. would there be a limited supply of ammo? would you have certain ships with Cap Booster variants that have significantly increased combat effectiveness but drasitcally reduced effective combat time as a result? how would they be resupplied if so? etc i realise a lot of things simply arnt possible with the HW2 engine, but i just wonder what will be done to compensate for this and general differences with EVE in regards to things like coordination, response time (would it be viable to do hit and run on resource ops with a small group of cruisers or a single battleship, for instance?) etc etc etc /end rant
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Post by zatch on Nov 23, 2006 6:24:27 GMT
Guns: We'll have one version of every ship. Only capital ships will have selectable weaponry (e.g. blasters versus rails on a Moros/Erebus.) HP Values: We'll use the same HP values, maybe pre-Kali. This is one thing we'll be adjusting (as well as regeneration times) to deal with the lack of proper tanking. A battleship will instapop if it has 20 others shooting at it though, that will never change. Tanking, Cap, NOS: None of these will be implemented. Capacitor capacity, active tanking, etc... are all suited for single-ship play. Managing 50 BS active tanks is not fun. Stasis Webifiers: They'll probably be implemented, but not necessarily in the way you'd expect (e.g. blast boats won't always have webs, but interceptors will.) If every ship becomes their potential solo ownage-mobile, a lot of the tactical decision making is lost. Drones: Only the true drone-boats will be able to deploy drones. Also they will have some rather aggressive LODs so they shouldn't lag the game very much. Production: Control Towers will be the immobile analog of HW2's Mothership. All assembly will be performed via assembly array modules (built just like the fighter/corvette/frigate/etc... modules on the HW2 Mothership.) The capital ships may have a low level of production ability, much like you suggested (smaller cap ships will produce smaller ships.) Titans: They're in right now just as placeholders, I'm not planning on using them as motherships despite claims I might have made earlier in the mod's development. Electronic Warfare: It will be implemented to some extent, mostly sensor dampening and boosting. Tracking disruption and such may or may not make it in. Cloaking: Covert Ops and Recon ships will only support self-cloaking. Also we're definitely including multiplayer. Ammo and Charges: Unlimited supplies, reload times are not a factor. This may change but at the moment that's how I'm handling things (remember part of the goal of this mod is to reduce the micromanagement inherent in EVE gameplay.) Hit-and-run operations are definitely possible. Warping will play a much bigger role in the EVE mod than it did in stock HW2, and warp disruption (bubbles of all types, scrams) will also be fully implemented.
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wedge
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I am not a follower. I'm a leader with the same idea.
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Post by wedge on Nov 23, 2006 11:23:34 GMT
Hmmmm.... immobile motherships doesn't sound that great, i mean ok they don't move fast, but at least they moved...moving your base around in HW2 was quiet effective. and getting rid of the titans? TBH i think that's a pretty silly idea, the titans are ace ships and shouldn't be taken out of the mod
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libre
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Post by libre on Nov 23, 2006 16:55:30 GMT
thnx for the reply give the geddon PULSE and a nice ROF to compensate for the ship bonus and damage mods and i will be happy. love the Gankageddon using a tower as the MS dosent sound too bad so long as it isnt TOO well defended, like many Deathstar POS' present in EVE - and we all know how fun POS warfare is :/. Id imagine the carriers would act very much like the current HW2 carriers, only with less production capability and increased defence (Mmm, fighters) only issue I can see is getting your forces to the front line quickly whilst staying someone realistic to EVE but remaining practical enough for HW2. As much as i'd love to see a small stargate network...
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Post by zatch on Nov 25, 2006 20:35:03 GMT
I never said we'd get rid of titans. They just won't be the motherships. Also I'm pretty intent on keeping POSes immobile, because stations are immobile by definition. POSes will still be very difficult to kill, since they cannot evade the enemy.
Warping will be free, based only on time, much like it is in EVE (especially since we're not simulating capacitor usage.) You will be limited in range, though, which is where the stargates come in. These will behave very much like the Vaygr hypergates in stock HW2, but they'll be the only way to efficiently traverse a large map (and the maps will be very large.
Rapid deployment is done by setting up forward command posts (meaning you move a carrier, mothership, or titan closer to the enemy and start producing midsize fleets from that ship.) The largest ships should never be constructable via anything mobile, as this would make it too easy to hide near the enemy's POS and churn out dreads until the game is over.
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libre
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Post by libre on Nov 27, 2006 4:45:25 GMT
limited range on hyperspace? nice. i assume by that and 'large maps' that the arena will be over small clusters of resources/whatever that are connected by stargates, but are FAR too far apart to hyperspace between (hyperspace could be used fine within each cluster to get from one gate to the other or a belt or whatever but it'd take a good 30-40 jumps to get between them) a possible exception would be carriers/MS/titans, which cant use stargates but can jump between clusters - at a cost (having the minimum cost set to 0 so you can still 'warp' it without spending too much)
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wedge
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I am not a follower. I'm a leader with the same idea.
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Post by wedge on Nov 27, 2006 11:51:17 GMT
fair enough. But are you changing all the animation, so hyperspace gates are like stock HW2, but will hyperspacing still look like HW2? and how is warping gonna work?
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Post by zatch on Nov 27, 2006 12:00:11 GMT
I'll be investigating ways to completely remove the hyperspace effect, and simply put the ships into a super fast point-to-point movement mode. There may be some sort of distortion around the ships as they travel at warp speed, much like you see in EVE, but no guarantees yet.
Another option is to make the current effect a bit more subtle, but a lot faster. Getting rid of the slow box-sliding warp-in effect can change appearances quite a bit.
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Post by iostream on Nov 27, 2006 12:34:11 GMT
i'm sure it'd be possible to make warp mechanics work like dreadnoughts jumping into a system. as i recall in homeworld 1 there was a babylon 5 mod which used a hyperspace funnel animation which would work in the exact same way this would.
i think titans should be a single player only thing, or very, very hard to get. they're just a bit overpowered as far as i can see.
how are we implementing POSes? i was thinking about making freighters 'resource controllers' and have barges returning to them to deposit minerals, POSes i would have said would be a SP thing due to the scale of an operation needed to get rid of them.
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wedge
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I am not a follower. I'm a leader with the same idea.
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Post by wedge on Nov 28, 2006 16:39:18 GMT
that's good, but i meant how will it work. will you hit the 'warp' button, click a destination and the ships just travel very fast there? and will it cost you credits or so on?
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libre
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Post by libre on Nov 28, 2006 16:45:30 GMT
zatch mentioned that warping would be free, and it'd probably be a modified version of hyperspace - with limited range and changed effects and so on
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Post by akeean on Dec 4, 2006 10:58:38 GMT
Great job with this Mod!
I can't wait to install Homeworld again, as it would be the perfect thing during downtimes or when waiting for broken internet to work again ;-)
Cheers and see ya on Tranq!
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Post by discordless on Dec 9, 2006 5:05:37 GMT
I just found the 4th core I just installed H2 for the n-th time .. just to play it again and Im drolin on my keyboard waiting for this mod !
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