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View Full Version : Super Torpedoes newbie mod



wookieman
21st Jan 04, 10:05 AM
Hey. I've just started to mod Homeworld 2 for the first time and I need a hand with some concepts that I have.

My mod will eventually be based on starlancer but my initial ideas are just editing some of the weapon profiles.

I want to edit the game so that torpedoes will be the primary weapons in the game. other weapons such as pulsars, ions and kinetics will only do minor damage to capital ships and a hinderence to fighters. I want to enlarge the topedoes so that they are as big as fighters and each one can reduce a frigate to half health. I want them to be big so that they can be destroyed by fighters and so their speed will also be lowered along with their rate of fire. I imagine this mod as main fights between capital ships with fighters protecting them from torpedoes.

Capital ships will also have more inate sub-systems that can be targeted by fighters to reduce their fighting abilitys such as:

shield generators (destroying these will make a ship more vulnerable)
turret control towers (destroying these will lower turret accuracy or possibly stop all point defences)

New ships will include:

Heavy fighters (these ships will specialise in destroying sub-systems)
Torpedo bombers (these ships carry 4 capital class torpedoes and need to return to a carrier to reload)
Torpedo destroyers (these destroyers can fire pairs of torpedoes and have more armour than other ships of similar size and cost)
Strike carriers (only capable of building fighters this ship is closer related to a battleship than a carrier)

I am still gathering my modding team but and advise or imput would be appreciated.

Murka
21st Jan 04, 12:35 PM
Good mod Idea...

Moe
22nd Jan 04, 5:01 AM
So what unit will be good against fighters?

Murka
22nd Jan 04, 5:45 AM
Other Fighters ???

wookieman
22nd Jan 04, 6:20 AM
exactly. there will be three types of fighters.

light: these craft are fast and good at countering other fighters

Long range: these fighters carry missiles and have hyperjump capabilities for long range partols and raids

Heavy: these fighters are best at destroying sub-systems and killing enemy topedo bombers.

wookieman
23rd Jan 04, 3:02 AM
this page will be quiet for the next three days as I'm of to a wedding.

bye!

Amur_Tiger
29th Jan 04, 10:17 AM
Torpedo bombers (these ships carry 4 capital class torpedoes and need to return to a carrier to reload)

Been there done that, look at the Armada mod. Only problem is as far as I know making it reload when it docks is impossible.

wookieman
29th Jan 04, 11:11 AM
I've seen you'res. but your wrong when you say it is impossible.

I've seen a person put fuel limits back into homeworld so I just link that script to the weapons so that it emptys the bar every time it fires.

My torpedo bombers will be different in the fact that they are more powerful, they don't come in squadrons, they are more expensive and take longer to build.

They will be best used in hit and run attacks on lone capital ships where they can deploy their torpedoes and then retreat.

Murka
29th Jan 04, 11:15 AM
And you need to remember
In starlancer the bombers can Hyperjump

wookieman
29th Jan 04, 11:26 AM
I'm going to limit hyperjumping to only 1 type of fighters for balance puposes.

Murka
29th Jan 04, 11:54 AM
And what type it will be???

wookieman
29th Jan 04, 11:57 AM
Originally posted by wookieman
Long range: these fighters carry missiles and have hyperjump capabilities for long range partols and raids


I have said it previously

*edit*

Murka88 you've obviously played starlancer so you know what I mean about the torpedoes right?

Murka
29th Jan 04, 12:32 PM
Yes...
Iv'e played StarLancer but at a certain stage I just couldn't stop all the torps hitting my ships for escort :(
(as you know 1-2 torpedo destroys nearly any ship in SL)

I think it will be a great mod

Remember that the torpedo is 1/5 of the bomber

they are built like that

X=torp
O=Ship

XOX
OOO
XOX