Our representation of Halo's iconic space combat in the Homeworld 2 engine, which puts the player in command of some of the most powerful weapons fielded by the UNSC and Covenant and to provide a balanced and competitive experience.

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Media RSS Feed Report media Tursiops Longhaul Miner (view original)
Tursiops Longhaul Miner
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Chimpsr4chumps
Chimpsr4chumps Apr 13 2012, 12:31am says:

Cool, I'm glad the clunky ones are gone. What about the resource controller? Will it get a beef up as well?

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880Zero
880Zero Apr 13 2012, 1:46am replied:

The resource controller will have its "wings" and dock points removed and will serve as the foreman to resource operations. That is to say, it will increase overall resource collection through buffs and stuff. It will be more of a resource controller instead of a collector in the literal term.

It is also possible that since it will not be able to accept the miner's resource, it will be accompanied by researchable RU injection.

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Hell_Diguner
Hell_Diguner Apr 13 2012, 3:25pm replied:

So you've effectively removed the HW2 resource controllers and replaced them with resource buff ships. This might produce longer flight distance between asteroid and collection point, but I usually skip resource controllers and just park a carrier next to astroid pockets anyway. What is to prevent the same thing between your Tursiops and whatever accept resources?

If I were the UNSC, I'd give that 'foreman' some weapons, good sensors and long range communication equipment.

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880Zero
880Zero Apr 13 2012, 8:10pm replied:

Nothing is stopping you from doing this, it's just a buff. Though, Anchor 12 is the only station/construct that accepts resources right now, so if you can wait out the journey or spend the creds to hyperspace, your other resource operation (assuming you'll have two) will suffer.

The Narwhal will have pretty good sensors and probably a few small PD turrets to ward off missiles, but it's main component will probably be a AOE ability to boost harvest speed and the actual speed of the craft.

We're not sure really what we want to do with the Narwhal yet, but that's how we want it to turn out eventually.

As for more ships/constructs that accept resources, it's not likely to show up soon. We do plan on adding the fleet mobile command ship eventually, which will have dock points for harvesters.

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V3LO
V3LO Apr 14 2012, 7:50pm replied:

We'll be altering the maps we have in terms of where resources are, but a couple of them show off the sort of distances we want you to travel, we'll just be reducing how many different resource points there are on the map down to say, 4 or 5 on a 1v1 map, and make sure that there's no way you could support a fleet off a single one.

As Zero said too, Anchor 12 is the only thing that accepts resources right now and it'll probably stay that way unless we feel that it doesn't work, so you can't just park a RU collection point next to your collectors, you're going to have some sort of lane of collectors going back and forth that you'll have to protect, rather than just having a few pockets of the map that you defend.

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muscleflex
muscleflex Nov 28 2012, 11:49am says:

every time i download this modd something called VLC comes up and i cant play. i have an IMac can anyone tell me what to do?

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Description

To replace the ugly and over-sized pod/tug hybrid beast, the Tursiops (Named after a toothed dolphin just like the Narwhal. No seriously, check them out. They're weird looking.) sticks its face into the side of an asteroid and then probes it with its long hard drill.

So its no dolphin, but you'll love these guys. The Longhaul Miner is designed to flesh out our old idea of trade routes. Their cargo space is greatly increased over the pod so they can store more minerals just as fast as the pod and then make the long trek home not seem so long when you get that sudden increase of resource.

We had planned on having the cargo pods on the center area researchable space and have the pods auto built, but for now its there permanently.

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Apr 12th, 2012
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880Zero
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