R.E.A.R.M. - "Rearmament Expansion And Redesign Mod" is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units.

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Carrier Functionality (Games : Homeworld 2 : Mods : R.E.A.R.M. - The Unofficial Classic HW 2 Expansion : Forum : Ships : Carrier Functionality) Locked
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Mar 5 2010 Anchor

First off brilliant Mod bringing fresh new models into HW2. One thing thats always annoyed me about Normal Homeworld 2 is the fact the Carriers:

  • A - cant defend themselves against larger threats and when facing such threats they tend to die quickly
  • B - Limited "launch" hanger capacity meaning to have a good offensive fleet you need multiple "weak carriers" to transport strikecraft and support units to protect the carriers whilst the fighters/bombers launch or to divide the strikcraft between your Battlecruisers which is time consuming and annoying.

Your awesome Super Carrier nearly solves this problem as it now has the Armour and firepower to not become the "weak link" in any fleet. However would it be possible to increase the hanger capacity to 20+ as the ship is many times larger than a normal carrier and so surely the hanger size would be many times larger? Also are there any plans to add further modules to the Super carrier so that if the player doesn't want a heavily armed mobile shipyard they can instead use the free "production slots" to add Armour/weapon or support upgrades? Then the ship would become the heart of any Offensive fleet - repairing and launching strike-craft while supporting the fleet with anti-fighter, anti-frigate cover fire.

  • Unfortunately this all makes the normal carrier useless in Late game battles so what if it gained upgrades later on that allows it to replace many of its production facilities with other modules that increase its speed and support abilities like cloak etc? That way players could use it as a Rapid-Response/Reconnaissance support vessel that can reach resources under attack ahead of everything else and launch a defense until heavier support arrives. It could also scout out enemy territory acting as a base for scouts and probes, and if its discovered it has the speed to get out of trouble quickly. Keep up the good work 8)

Edited by: Sentinel-Ghost

Mar 5 2010 Anchor

Firstly: "Unfortunately this all makes the normal carrier useless in Late game battles " -well, who cares. It wouldn't be the first case. But even now you can build only one Supercarrier. More in the higher unitcaps but still limited in some of them.

Secondly: There will be strike carriers, things made for standing in battle, sometimes even more than to scratch the enemy armor, depends on how I'll decide I want it to be. But even now I can tell you that Vaygr will have more weapons on carriers, while Hiigaran ones will have a thicker skin (there may be some exceptions in both cases). And there'll also be the defense field hiigaran carrier.

About the Supercarrier hangar capacity:
Shipyard has 10, Mothership has 20. Supercarrier and Carrier have both also 10. You'll also get the support frigates, even weaker compared to carriers and only with 1 fighter squadron capacity (except the Vaygr double support frigate), but it may help in some situations. But I guess it's not enough for you.
Answer: I'm not plannig to increase the Supercarrier capacity, it would carry more than shipyard can take and it doesn't seem logical (but the true is that the shipyard is not made for transportation, because it just doesn't move that often.)
But what I'm plannig to do is to increase the number of things you can build instead of the destroyer production subsystem.
I was originally plannig to make a lot of weapons for the production positions, but I've quicly realized how stupid it is (you know it's still called carrier, not battleship). But when I've rejected it, I've forget about the compromise -to make only ONE subsystem you can build other things instead. The destroyer production is of course the best choise.

So I'm finally getting to your answer:
-There will be other subsystems to be build on the place of the destroyer production subsystem. About 3 maybe 4 modules.
(And finally:)
-If I'm remember correctly, the TFS did the hangar subsystem. I don't know how, but it should be possible then. If I'll find the way how to do it, you'll get the hangar subsystem which increase the capacity to 20? 25? Something like this.
Still it can't be way too much, look at the corvette size, it is bigger than you may think. Imagine a place for 30 corvettes (the current state) and think about the size of the room in the ship for them. I think 10 is a good number for Supercarrier without the additional hangar.

Edited by: Pouk

Mar 6 2010 Anchor

Thanks for the reply. I can understand your point. I'll wait and see and look forward to future releases :thumbup:I'd help if i could but have no experience of modding etc

Edited by: Sentinel-Ghost

Hell_Diguner
Hell_Diguner Rearm Mod - general testing and feedback ...mostly
Mar 7 2010 Anchor

Ah, Sentinel, I had been wondering about some of these questions myself. Nice to see all of them answered in one spot. Pouk, you answered everything exactly as how I'd hoped you would. From the strike carriers, to replacement weapons for the dessie module, sounds great. Hope real life gives you a break soon.

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