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Oh yeah, SOASE could use that, on some ships it's quite noticeable.
This one is meant to be a standard frontline combat ship.
Other Cruisers with different roles are likely to appear eventually, like the long range one you suggest, but first I need a basic unit to fill the class.
Just like you have a standard Destroyer, a standard Battlecruiser and then the variations (like the Artillery Destroyers or the Missile Battlecruiser the old R.E.A.R.M. had), this is the standard unit. The first of its class and the benchmark similar ships would be meassured against.
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Something about Cruisers:
It's a new BC prerequisity, you have to research this ship to unlock research for Battlecruisers.
Both BCs and Cruisers are now in a unitcap simply called "Cruisers". They share the same slot, but I have to modify that a little so there can be more Cruisers than BCs.
BCs are currently a little bit too powerful, they nulify Destroyers, Frigates, they are worth several times more than what you pay for them, kind of break the game. So Cruisers are there to delay them a little.
The Vaygr one has 190 000 HP, 3347 DPS and 81 speed. So it can almost be beaten by two Destroyers. And if you have two Cruisers, they can beat one Battlecruiser.
It sits nicely in the middle (slightly on the BC side), balancing the game.
The Vaygr and Hiigaran Cruisers are slightly different. The Vaygr one has a hangar, but doesn't have any modules (you can research an innate hyperdrive for them though, a one with no AoE for nearby ships). Hiigaran doesn't have any hangar, but has two module slots. Hiigaran is a bit faster in sublight.
They both have the same DPS, but the Vaygr has 190K health, while the Hiigaran has 180K. The Hiigaran still kills the Vaygr two seconds before the last Vaygr missiles reaches it to finish it, because the Ion cannon is instantaneous, while the missiles have a "lag" between targeting and inflicting damage.
Here is a size comparison:
Modding SOASE is also cool.
In this mod, in Rebirth, I find that the modellers follow the concept art pretty closely and that if the concept art evolves, it usually just gets filled with colors more than changes shapes.
Well, sorry I don't give easy answers these days, but there isn't an easy answer to this.
First of all, all the ships in REARM V2 have to be up the HWRM standars, higher res textures, normal maps and all. Modernized is a HW2 Classic mod.
In that light, I take it that by mixing with Modernized you mean implementing the mod's features more than anything else.
Modernized is Battlecry's predecessor to TFS. REARM sort of shares some similarities with TFS and in areas has similar goals. So there's a chance you'll get what you want just by waiting for REARM being REARM.
There'll be new fighter units, each race will have a new Bomber too. There'll be Artillery Frigates, new Cruisers like these:
new Battlecruiser and so on.
There'll be new research, more interconnected counters and more depth in general.
I don't think I'm going to make missiles for Interceptors. I'm not going to add more turrets on existing ships. I'm aiming at a deeper version of vanilla Homeworld 2. Not a one with faster ships or more guns, things like these won't be there. It will be just like Homeworld as you know it, except with much more options. Highly polished and balanced.
I hope this sounds good. :)
Homeworld 1 REARM would be beautiful, but to get somewhere I need to focus on this. I learned my lesson from my old R.E.A.R.M. mod not to spread my scope all over the place. To keep it manageable, otherwise no one's happy. The development crawls and at the end nothing get's actually done.
A simple example: Say you have time for 8 ships. Then it's either 4 Vaygr, 4 Hiigaran. Or 2 ships for 4 races... Which doesn't sound as good, does it.