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There will be counter to the Vaygr Artillery missiles, the Drone Frigate (like it was in R.E.A.R.M. V1). Hiigaran also have the Defense Field. It is possible that it will appear on more than just the Defense Field Frigate.
And Battlecruisers will have a new blind spot against certain ships. It is definitely planned to make a deeper system of counters.
In the V1 (the R.E.A.R.M. Classic) I had a Modular Destroyer that could be fully outfitted with Flaks. And that wasn't good and it was only a Destroyer hull. See, you expect a fully anti-strikecraft ship to be good at its role, but it doesn't make your fleet that much weaker, if you sacrifice one Destroyer hull for fully anti-strikecraft role, that's not a big drawback. And what if you make two or three of them. It's pretty impossible balance to strike between being good enough but not ungodly OP, on a Destroyer or a Cruiser sized ship.
There is one rock paper scissors mechanics I'm working on, but it involves the overlooked Frigates.
When it comes to TTK, yeah, it's very low in here. There's a chance this will be adressed. That's a whole new topic that could take an article on its own.
In fact I just hinted a couple of things in this reply, I didn't want to go into much detail.
Right now I'm also playing with map making. It's going to be interesting. :)
Yes I'll leave them playable.
I tried that mod out of curiosity, nice fireworks, but the Bombers really die faster.
REARM has a clear scope and one of the goals is to change as little as possible on existing ships.
Hello. No I don't plan to do that. In fact the reson this mod came to life all these years ago in the first place was the dissatisfaction with other mods. The ones that add ships, but simply can't help not to leave the vanilla ships intact, they always had to have point defense, two times as many turrets, or fly around like strikecraft.
All I wanted was an pure expansion and there was none. Something sober and tasteful. Since the 2009 when the Clasic verion of the mod appeared on moddb, this sentence was a part of the mod's description:
"No ships with turrets all over the hull, no hundreds of missiles flying around, no crazy maneuvers, no unfitting design. Every new feature can be turned off."
What you suggest doesn't allign with my plan. But I will ask you, for what purpose do you suggest that change?
- Is it because the vanilla HW2 ships don't feel realistic?
Yeah, within the Homeworld's own universe, every BC could easily sport a battery of Flak cannons, but that would be terrible for gameplay.
- Is it because you want a better protection from Strikecraft?
But what about the Strikecraft then? Well that's amazing the Strikecraft are still relevant even in late game. And that's thanks to the fact that Capital ships have a blindspot against them.
If I acted agains this balance, I would diminish the role of strikecraft and once again, make the game flatter, dumber.
- Is it because the Capital Ships feel weak to you?
They don't feel weak to me. But they do have a weakness, they can be attacked with bombers. And that's great, it forces you to protect your ships, makes sure you have escorts and combined fleet. I actually enjoy the fact that each ships is more or less specialist in its role, that makes things interesting, that gives you strenghts and weknesses. That forces you not to be careless.
Generalist units are the problem. It's not an RTS, but it's still a good example: the Planetside 2 game. Every vehicle in there can be modified to do any role and to do it frightingly well. And that's an utter gamedesign dissaster.
- Is it because it just looks/feels cool?
Well it may, but it doesn't help.