Post by XFile on May 3, 2005 13:50:25 GMT
In many modifications for Homeworld 2 I notice that the creators focus on the weapons available on a ship for targetting purposes.
Of course it is of tactical importance to disable an enemies weapon systems in order to criple their capabilities. Yet most mods overdo it.
For example, there are many guns to target on any capital ship chasis. Yet these guns offer such a small target that most of the damage is directed to the hull anyway. The only ships that are effective to take the guns out are fighters, and even they have minimal succes at that.
Therefore I suggest you should focus the subsystem target on the larger targets, as seen in Homeworld 2 itself.
In Freespace itself it was possible to criple sensors, engines, fighter bays etc. Why not do that in this mod as well? Fighting against a Lucifer Super Capital ship is a hell of a job in this mod, and instead of focusing on it's manufaturing facilites adn Beam Cannons I'm forced to target the far weaker guns.
As far as I know, ships can come into play with various sub-systems already enabled.
A subsytem comparisson/suggestion:
Homeworld 2 - Freespace Mod
Research Module - Engineering
Mainly gives the vessel the self repail ability. Not targetable/standard equipped?
Advanced Research Module - Engineering
Only on Mothership Class vessels. Enables all research, if any used.
Hyperspace Module - Subspace Engine Targetable, only on large vessels. Fighters are equipped with the drive too, but since they cant take as many hits as the larger vessels, so targetting the drive to disable is not used anyway.
Gravity Well Generator
Not used (?).
Cloak Generator
Not used (?)
Fire Control Tower - Turret Control
Increased turret efficiency, and better communication between the larger vessels and their escorts (fighters). Only equipped on certain vessels (Mothership class, support vessels).
Engines - Engines
Disables the enemies ion drives. Like in standard Homeworld 2, the vessels can't retreat or help the main fleet. Maybe make them especially weak against bombers?
Recource Drop Off - Recource Drop Off
Should be obvious: no drop off site, no recources.
Hyperspace Sensors - Subspace Sensitivity
A Shivan only device. Shivans have a natural affinity for detecting anomalies in subspace. It detects vessels travelling through subspace at enormous ranges (three/four times as large as in normal Homeworld 2???). It gives the Shivan side an edge on detecting enemies -and allies- travelling early on in the game.
Advanced Sensors Array - Sensors
Standard equipped on Vasudan Capital Ships.
Anti-Cloaking Sensors - AWACS
Used only on certain GTA vessels, and then only during the FS2 era. It enables the user to detect cloaked vessels and gives extended sensor range in nebulas.
Ok, so this rant started with that there are too many weapons available to disable, and not too many subsystems of other tactical importance. Of course weapon systems should be available to be disabled. Is it possible to group the weapons by type? Lasers in one group, flak in one group. So Ships wont be trying to focus all of their fire on one turret, but attack a ship all over. This would especially look cool when fighters start attacking a large vessel, swarming all over the poor thing. Beam cannons should - of course- be targeted seperatly like the Heavy Ion Cannons on the Hiigaran Battlecruisers. Beam Cannons are the main weapons in any large scale engagement so its more than natural that vessels should focus on those one at a time.
Of course it is of tactical importance to disable an enemies weapon systems in order to criple their capabilities. Yet most mods overdo it.
For example, there are many guns to target on any capital ship chasis. Yet these guns offer such a small target that most of the damage is directed to the hull anyway. The only ships that are effective to take the guns out are fighters, and even they have minimal succes at that.
Therefore I suggest you should focus the subsystem target on the larger targets, as seen in Homeworld 2 itself.
In Freespace itself it was possible to criple sensors, engines, fighter bays etc. Why not do that in this mod as well? Fighting against a Lucifer Super Capital ship is a hell of a job in this mod, and instead of focusing on it's manufaturing facilites adn Beam Cannons I'm forced to target the far weaker guns.
As far as I know, ships can come into play with various sub-systems already enabled.
A subsytem comparisson/suggestion:
Homeworld 2 - Freespace Mod
Research Module - Engineering
Mainly gives the vessel the self repail ability. Not targetable/standard equipped?
Advanced Research Module - Engineering
Only on Mothership Class vessels. Enables all research, if any used.
Hyperspace Module - Subspace Engine Targetable, only on large vessels. Fighters are equipped with the drive too, but since they cant take as many hits as the larger vessels, so targetting the drive to disable is not used anyway.
Gravity Well Generator
Not used (?).
Cloak Generator
Not used (?)
Fire Control Tower - Turret Control
Increased turret efficiency, and better communication between the larger vessels and their escorts (fighters). Only equipped on certain vessels (Mothership class, support vessels).
Engines - Engines
Disables the enemies ion drives. Like in standard Homeworld 2, the vessels can't retreat or help the main fleet. Maybe make them especially weak against bombers?
Recource Drop Off - Recource Drop Off
Should be obvious: no drop off site, no recources.
Hyperspace Sensors - Subspace Sensitivity
A Shivan only device. Shivans have a natural affinity for detecting anomalies in subspace. It detects vessels travelling through subspace at enormous ranges (three/four times as large as in normal Homeworld 2???). It gives the Shivan side an edge on detecting enemies -and allies- travelling early on in the game.
Advanced Sensors Array - Sensors
Standard equipped on Vasudan Capital Ships.
Anti-Cloaking Sensors - AWACS
Used only on certain GTA vessels, and then only during the FS2 era. It enables the user to detect cloaked vessels and gives extended sensor range in nebulas.
Ok, so this rant started with that there are too many weapons available to disable, and not too many subsystems of other tactical importance. Of course weapon systems should be available to be disabled. Is it possible to group the weapons by type? Lasers in one group, flak in one group. So Ships wont be trying to focus all of their fire on one turret, but attack a ship all over. This would especially look cool when fighters start attacking a large vessel, swarming all over the poor thing. Beam cannons should - of course- be targeted seperatly like the Heavy Ion Cannons on the Hiigaran Battlecruisers. Beam Cannons are the main weapons in any large scale engagement so its more than natural that vessels should focus on those one at a time.