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A Big Homeworld 2 Mod (but I can't finish it without help) (Forums : Ideas & Concepts : A Big Homeworld 2 Mod (but I can't finish it without help)) Locked
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Apr 11 2014 Anchor

I have spent the last eight years or so working on a comprehensive Homeworld 2 mod. To give you a better idea of what I'm going for, here's a few examples of what I mean when I say "comprehensive":

-- Every class of ship can be built with any of a number of modular loadouts including:
---- sensor array
---- ECM module
---- vulcan cannon
------ standard
------ high velocity
---- plasma bomb launcher
---- mass driver (small)
------ standard
------ high velocity
------ fast cycling
---- mass driver (large)
------ standard
------ high velocity
------ fast cycling
---- missile launcher (small)
---- missile launcher (large)
---- pulsar
------ standard
------ low power, high ROF
------ high power, low ROF
---- ion cannon

- A ship class upgrade scheme that allows only four upgrades to be purchased per class. Examples below:
-- Four Speed upgrades: Speed +40%, Armor -20%
-- Four Armor upgrades: Speed -20%, Armor +40%
-- Two of each: Speed +20%, Armor +20%- Five armor (damage resist) types.
- Five evasion percentage types.
- Five damage types.

- The most realistic implementation of electronic warfare in an RTS I've ever heard of (this is what I get for being the son of an EA-6B pilot).

- 76 battlecruiser weapon loadouts
- 20 destroyer weapon loadouts
- 9 frigate weapon loadouts
- 5 corvette weapon loadouts
- 3 fighter weapon loadouts
- And that's just the good guys' ships!

Objective:
Force players to make sacrifices and strategic decisions as they build and define their fleets
by using weapon modules that have various balances of range, DPS, armor penetration values, and
accuracy values, and by purchasing upgrades that will improve fleet performance in one area, but
decrease it in another, ensuring that it will be impossible for players to "max out" their units'
stats as they can in the majority of all other RTS games. All while implementing a fun, realistic,
(and optional) electronic warfare element to the game.

HERE'S WHAT I NEED AND WHY I NEED IT:
So far, I have variously created and modified 1,493 files (totaling 275 MB) and done months of testing to balance every weapon system, armor type, damage type, accuracy factor, and every combination thereof to ensure nothing is over- or underpowered. Now all that remains is to implement the meticulously planned and thought out electronic warfare element, and to piece everything together into a unique and possibly ground breaking RTS concept.The problem is that I don't have so much as a single day of formal training in programming. I am a writer by education, and an unemployed technical writer (now day laborer) by trade. While I may be able to use the written word and simple craftsmanship to make beautiful, uplifting things, I've only been able to take this mod as far as I have through unrelenting self-education. Unfortunately, I have reached a some daunting challenges that require a greater degree of understanding than I possess.

Simply put, I need help.

If any of you who read this is interested in assisting me, I'd be most appreciative.

Edited by: CursoryRaptor15

Reborn:X
Reborn:X Waiting...
Apr 13 2014 Anchor

What's the story?

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Rafenrazer
Rafenrazer Concept artist
Apr 13 2014 Anchor

I caution you on being overly ambitious with you electronic warfare features. While the components of real life electronic warfare are quite complicated they tend to be quite simple in their effects and execuion. Most tactical electronic warfare techniques hinges on merely reducing the accuracy of enemy missiles. Strategic EW revolves around either hiding ones strength (Electronic warfare does not make you invisible, quite the opposite, rather it prevents your foe from working out your numbers and often the shape of your formations; to be clarify; your for can see the Jammer is clear as day, though not the units it wants to see) filling radar sensors with 'noise' (false detections) or preventing BVR (beyond visual range) weapons from targeting you. The former effect of 'masking' you strength can also duplicated by moving in tight formation (known as shadowing) where multiple aircraft (or ships) can appear as one 'blip' on the radar/sonar. In this way a large B52 bomber (which is still detected) can hide several fighter escorts or a group of small craft can appear as one large one at a distance.

Anti-misslie countermeasures are probably best added to the game as an activated ability that reduces missle accuracy/damage. Other forms of EW are probably just best used to change the way players can detect enemy units beyond visual range (on the 3d mini map) as opposed to overly sophistatced mechanics. Meanwhile you can add Anti-radiation units that are specifcally used to take out detector units. Think SupCom.... not Mechwarrior online....

Edited by: Rafenrazer

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