Wow. Nice mod! very nice! Reminds me of Homeworld. Man, if we could get a game like Homeworld on spring, with a nice atmospheric feel to it... that would be awesome. Homeworld was, hands down, the best RTS ever made. Better than TA even.
not all people share that opinion. However, for those of us who do not share your perspective, perhaps some details on WHAT precisely you feel in love with in homeworld?
not all people share that opinion. However, for those of us who do not share your perspective, perhaps some details on WHAT precisely you feel in love with in homeworld?
1) Storyline & backstory 2) Being able to move on the Z-axis (hardly possible in a Spring mod, just pointing out that it was cool) 3) Capturing enemy units 4) Graphics (or should I say Art Direction - they were able to acomplish great things visually even with low rez, low L.o.D. graphics) - especially the skyboxes. 5) Challenging single-player campaign where your units persisted from one level to the next. (hardly possible in a Spring mod, just pointing out that it was cool) 6) Spaaaaaaaaaaaaaaaaaaaaaaace!
I couldn't make much sense of the unit balancing in Homeworld, it didn't feel like e.g. bombers were really stronger vs big ships. Mine layers were the way to go.
I played more of THIS. It reminds me not of Homeworld but of Sins of A Solar Empire - a game that was sort of like Risk in space in real time.
A few suggestions:
-Auto duck-and-weave (maybe the game should treat them like fighters in OTA) for small ships -Auto retreat for small ships (just giveOrderToUnit(moveNearNearestCapitalShip) if wounded) -Small fighter ships auto-guard the capital ship that made them. This would mean that capital ships would grow their own cloud of fighter ships. Would be cool.
<sciencenerd> -Rename the planets "Asteroids". This would make more sense as far as scale/distance between capturable regions is concerned. If they really were planets, they'd be waaaaaaay to close together, and the starting capital ship would be the size of Russia. </sciencenerd>
THIS operates on an RTS scale, i.e. objects being WAY larger than the distances in play would warrant. Actual space combat would be at ranges of hundreds of kilometers and I can tell you the Dagger isn't meant to be a kilometer in length.
Fighter behaviour is very hard to control by the player as the units move around on their own. Makes it hard to really get them where you want them to go.
Fighter behavior is very hard to control by the player as the units move around on their own. Makes it hard to really get them where you want them to go.
So the fighters do use evasive maneuvers? I didn't notice that. What ships are considered "fighters"?
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