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Figured it out. All you need to do is form a party. It works directly from that.
Question. How do you use Evolve client to set up Lan games for HW2?
Continueing my observations, because I do love this so much:
I find myself wondering if it might not somehow be possible to abandon (or, more likely, reduce the use of) the traditional Homeworld mining technique completely and instead favor far more the salvage technique. Although, I suppose this is something which would be far more possible if/when ported over to Remastered, as you could have such locations spawn randomly.
Another thing: I'm a bit puzzled by why I need to research basic fighters like the Apollo, or basic bombers like the Athena. I would think that these would be a given, and it's especially glaring as the research projects are actually quite expensive.
Finally, it'd be kindof nice if there were some more interesting population modes for the game. Limiting the number of cruisers and destroyers in favor of strike craft, or vise versa, could be kinda fun.
Huh. I guess the only function that would be missing then is just the formations and tactics controls of HW1 (which I feel will probably be modded in if they aren't patched in first)
Which I guess that HW1s strike craft behavior isn't exactly true to Freespace, but I do myself -prefer- it. Given it makes strike craft tougher.
Returning to scouts for a moment: I don't know if FS1 era gets any good ecm scouts, or really the behavior of ecm scouts yet, but a strong sensor scout ship is a good way to park a ship beyond enemy sensor range. Again, I feel that balance wise it would work a lot better.
As for Subspace Nodes being like hyper-gates, are they used often for that task? I really do get the feeling that they might be better used as a capture-by-proximity method of acquiring Destroyer class production. Especially if we were to start with a station instead of a Destroyer. I don't know if that's possible in the HW2 engine, though, it could be a HWR thing.
But don't let my criticisms make you think I don't like it. I really love it, I just would love to see it become even BETTER!
Oh, and one reason I feel that changing to HW1 style strike craft would work is that you could have the support ship be moved directly to a Support Corvette style role. Which I think would just kinda be tidy and cool. :)
One thing I did find to be very interesting was the existence of the supply depots. Those provide a very clear target for you/your opponent to raid, and I feel that in the Remastered Version, you might want to use the indicator that shows up when a relic or a crate spawns to point them out.
Make them clear to the enemy, and they'll come running to hit it, FORCING you to defend it, or abandon it.
Additionally, I'm curious about what the Subspace Nodes are used for. At first I thought they might have something to do with building capital ships, but that wasn't the case. If possible, I'd recomend doing that for the remastered, again, because it'd provide a very fun point of contention.
Some other things.
Ontop of the need to improve visibility generally, you need to return to the HW style sensor area, or otherwise somehow give us a good idea of what our sensor bubble is. I just can't tell where what I can see is or isn't half the time, which is really frustrating for trying to sneak a scout in on the enemy base.
Second: Scout ships. There should be some craft from mods that you could repurpose for the task. Fast jump recharg, but probably only one ship per squad, and very delicate and not-heavily armed, I'd say. I know you're trying to stick to canon, but it'd really improve balance.
Dust clouds and gas clouds need improved visibility. I had a lot of times when my ships were dying and I didn't now why.
Maybe reduce the fire-rate of missiles on fighters, or find some way to make them have only so many missiles to fire off. I mean, I love a good missile swarm, but I also want to see the dogfighting with guns, and the missile swarms, again, reduce visibility of the action.
Finally, if you ever decide to port to HW:R, I strongly, strongly recomend going with HW1s style fighter production. Once things like formations and tactics are patched for that game, it'll be much more Strike Craft focused, which is where this mod really shines.
ESPECIALLY because that game has some nice tools for objective based gameplay, which, again, is where this mod would really shine.
I'm afraid that the skyboxes are a bit too . . . cluttered . . . for me to look at and not go 'owe'. They're quite pretty, but there's just too many stars in the sky. Really need to reduce the stellar density in them. It makes it hard to pick out ships and hurts my eyes.
Is that thing from NAEV?
Well... isn't this an interesting development.
The beta is currently available through steam. However, us alpha funders have NOT had an update yet...
I tried to get Blood and Chrome to work, but I only ever ended up with stock factions. Please help...
Agree fully. At the very least, there would be far greater support for the strike craft, which should be in many ways the stars of the show, I think.
So, how should we provide feedback?
In total honesty. I've not once pirated a game that I could just buy. But if buying that game means scouring the internet, then forking out 100 dollars for a copy on e-bay that might not actually exist...
I'm sure many of you know what I'm talking about.
Well, theoretically, your mostly flying from the instruments anyway.
Just a friendly sudgestion, but you might want to mention somewhere (like here on the download page) what version of ST:A2 this game is for. It took me a while to figure out that I had a patch missing, and then find out where to get it.
But otherwise, absolutely awesome work, guy :)
Ooooh! I actually like the idea of different nacelle colors. That'd be cool. And if you want Nacelle colors to be 'normal' just keep those at default
Will we humies get to use our wonderfully stockpiled Nuclear Arsenal on the filthy Xenos?
Needs a P-90. But cool!
I can hear it trying to pull through. *chuckle* Still, it's VERY good.
Well... while I won't say it's a 'ripoff' per say, I will say that from what I can see, I probably wont pay much attention to this. Minecraft is alot more COMPLETE, and if I have to play what is, essentially, the same game, I want the one that's closer to being finished (kinda).
That said, if, in this run, it starts to deviate more and more from minecraft, I might be a bit more interested.
Actually, consider this:
Sound is one of the primary ways we humans sense our surroundings, and while most of us process things more readily visually, there is only so much we can see at once, and sound is a good way to get other indicators into our field of awareness. Now, sound waves do not travel through space, as space is a vacume, but, radio waves do. When we combine these two facts, then the reason for 'sound' in space becomes clear. It is merely the sensors of a vessel taking the radio waves and turning them into sounds.
Now that that has been established, if you want a 'genuine' space game experience, I personally like turning down the fx in a game till it sounds 'muffled' and then playing like that. It's really cinematic.
I'm assuming it's the Colony Capital?
I know this game is on a rest, however, I do feel the need to point out some flaws in it, should it be picked back up again/some body tells me how to fix these flaws myself.
While it is VERY fun ((and I enjoy it greatly)) the 'Insystem' subspace stuff seems unnesessary. The point of the Phaselane set up is that those are the in system jumps. I think it would be best to just remove that ability for most ships ((Except maybe, MAYBE capital ships)) and just up ship speeds to more normal levels.
So far, the biggest problem I've found is that it turns fights into claustrophobic cluster****s, And that's really my biggest beef. Other than that, really fun mod.
It's alive... ALIVE!!!!
So... is it based off the DF engine?
I'd leave out the pulse lances. I get the feeling that the point of the MBC is loads of firepower, but it's left somewhat vulnerable. I'd imagine that a fighter attack would even be able to disable it's primary attack capability, greatly reducing it's usefulness and there by leaving it even more vulnerable to frigates or destroyers.
Is the Starship Troopers one using the Roughnecks:SSTC or the Movie stuff.
Please say Roughnecks.
Question regarding weapons. I would imagine that the most powerful UNSC weapon is the Axial MAC gun on most of their craft. How is that going to be handled? This may just be my own preconception, but I don't think the set up required for such a weapon lends itself well to the tactics that are enforced by this engine.
I really, REALLY love UNSC frigates.
Look at Mount and Blade. In it, there is a distinctive skill based system. If you suck at the game you will always fail, no matter what. But there is also a stat system that can make it a bit more forgiving. Put a crapload of points into archery and horse archery and horse riding, and suddenly its merely point and click and arrow kills bady. But you still have to have the pointer on the bady.
I think that the stats should be there, but they should be there to complement skill or make the skill things easier.
Example: If there is a dodge stat, and I'm a dodge god, I don't have to put anything in it and instead put it into something like jump or stealth. But if I'm not a dodge god, I put points into that stat, that maybe softens the blow if its not a direct one, and suddenly the game is a bit frendlier.