Background: PDS is THE first and original wartime simulation mod that brings out the flavour of naval warfare in a real time 3D setting. Units, weapons, tactics all based on our present and future concepts of warfighting. If you like watching space operas and reading David Weber, this mod is for you! We might be restarting development (PDS V13) for an even more comprehensive tactical combat experience. A lot of mods out there borrow from us - we don't have a credits list but just ask around.

Post news Report RSS V8.0 in Development

(quoted from V8.0 Phase I Beta readme file) Point Defense Systems (PDS) V8.0 Phase I Test Release and Concept Info Download it at: Background: Version 7.0 of the first successful major TC of Relic Entertainment's Homeworld 2 space RTS had achieved its desired intent of providing a stable, semi-automated

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(quoted from V8.0 Phase I Beta readme file)

Point Defense Systems (PDS) V8.0 Phase I Test Release and Concept Info
Download it at:
Pds.hwaccess.net

Background:

Version 7.0 of the first successful major TC of Relic Entertainment's Homeworld 2 space RTS had achieved its desired intent of providing a stable, semi-automated tactical battlespace.

Following this, NGCS (Next Generation Combat Systems) was setup following the temporary closure of PDS development, in order to experiment with a larger-scale, simulator-like environment for space-naval combat. NGCS allows for the evaluation of spaceborne weapon effectiveness based on present-day scientific knowhow.

NGCS Beta 1 primarily experimented with ship maneuvering at in-game velocities of up to 3 km/s (where HW2 and PDS ships were "flown" at under 500m/s for fighters), and weapon ranges of up to 75km (where HW2 and PDS ships engaged at 6km, adequate for RTS gameplay but falls short in simulating realistic spaceborne combat)

NGCS Beta 2 is the pilot release for the Earth/Solar System theatre of operations, and the "NGCS Earth" scenarios and ships therein function in a wholly separate universe from that of PDS.

Beta 2 featured "real world" space weapons modelling, where nuclear-powered chemical and electric lasers dominated the field, engaging at up to 150km with unreleased superbattleships firing at up to 500km range (making possible planetary bombardment and transorbital engagement scenarios).

NGCS Earth is the perfect opportunity to create our own realism-oriented space-naval simulator, based on the concept exhibited in simulators like the Harpoon series.

But that will be a grand and ardous undertaking, one that will undoubtedly require a new team of simulator jocks at the helm. We have half of this sim-team set up, including a motely band of Harpoonists and naval warfare enthiusiasts, but it would not be fair to leave PDS7 as it is just because something sweeter just came up.

Getting PDS de-mothballed after a few month's break delivers the opportunity to evaluate one's (formerly) "ultimate" creation from a new perspective, fixing overlooked flaws in the game and improving its features.

That's all for the fluff, I know you are bored.

Phase I Features:

- Fixing of undereffective close in weaponry, and overeffective fighter defense shields. No more invulnerable heavy fighter phalanxes - close assault with these hogs should be hazardous at best. Also gives battle frigates a great advantage against the small craft with their "personal" arsenal of CIWS.

- x3 effectiveness for all directed energy weapons. They are not laser pointers.

- Capital scale weaponry should not bounce off fighters' armour, no matter how heavily it is protected. Big plasma and kinetic shot will destroy all fighters and corvettes in a single hit, if they hit. Allows for rendering of battlefield hazard from stray shots.

- Remodelling of battle engagement ranges (conceptual only). The present battlespace is a good rendition of the deadly close-in arena where everything runs on full automatic mode. Doesn't require much brain power in letting a tactical computer run a task force, right? Letting capital scale weapons engage at 5x their present range will allow for NGCS-like simulator gameplay while retaining the detailed and visually impressive close in battlespace that is the key feature of PDS.

This final feature is the main target of PDS 8.0. We are implementing a new layer to the PDS battlespace, one that hopefully allows for an optimal compromise between traditional RTS, and hardcore simulator gameplay, if not delivering two gameplay experiences at once - managing a battleship engagement literally beyond visual range by assigning targeting priorities with the sensor manager, while simultaneously directing a second front of close-action against fast attack craft and assault ships.

Simply imagine PDS now as merely a component of a larger naval engagement in the heavens. 8.0 will thus deliver a multi-spectral gameplay experience - and our main enemy here of course is CPU power. Good excuse to finally perform optimisation for PDS weaponry I say.

V8P1 also contains the following additions/bugfixes for PDS7:

- Hitpoint fixes for Prince of Hiigara IV and Supermonitor
- Improper hardpoint orientation for one of the Marquess A's torpedo catapults
- Operationalisation of LiirHra Block 17 and 18 class CLs, and MRAM2-EC (not proliferated yet outside LH 17/18).
- AI ships start off with aggressive tactics in skirmish games, resulting in the elimination of early-game exploits (important in duel and scenario gametypes)
- 1 scenario added to "PDSV8 Scenarios" section depicting a LiirHra cruiser raid (from V7.1 test package)

Notes:

I have renamed the gametypes for the skirmish menu - they now start with the "PDSV8" prefix for easier recognition.

Unzip into HW2 directory over PDS7 installation.

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