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  • Multiplayer Wishlist

    Hi guys! The game's been launched for just over an hour, and we're super excited to see everyone playing!

    As you get more familiar with the game, we'd love to hear your thoughts about what you'd like to see for multiplayer, be it balance changes, new abilities, new units, new objectives, map settings, etc. I'm making this thread to serve as a place to record all that feedback.

    See you all among the dunes!

  • #2
    Well, then I'll sound off a suggestion for a modified Artifact Retrieval MP mode.
    One that sticks closer to a certain campaign mission and fits more with the original theme of Hardware before it became Homeworld.

    The players have to break the wrecksite before it drops an artifact. The artifact has to be brought to the Command Cruiser to count as a successful score.
    A succesful retrieval leads to a unique upgrade that's otherwise unavailable in the tech tree. The first upgrade is relatively modest, but the last could be game changing.
    If the Baserunner is destroyed by enemy forces it drops the artifact upon death.

    Breaking the ship takes more time/or chargers than a regular RU/CU wrecksite. And perhaps Salvagers and/or baserunners have to drill into the wreck iinstead (a timed activity) after the demochargers have exploded.
    And after the first artifact drops, the wrecksite can be broken again. However each succesive time takes more time and effort, in return leading to a more valuable artifact.Perhaps it takes more Salvagers to gain access to the better artifacts.
    Think of a similar mechanism and expenditure to HW 1's mechanic of salvaging enemy ships. 1 Salvage Corvette to steal a Strikecraft, 2 for a Frigate and 4 for a Destroyer, etc.
    This simulates penetrating deeper within the wrecksite to retrieve the most valuable goods.

    This possibly can provide more depth to choices surrounding the artifact retrieval element.

    Do I spend time and resources breaking up the starship, or do i wait for the enemy to do so while staging an ambush to steal the McGuffin afterwards?
    Since the artifact is dropped upon the death of the harvesting unit. The play is then more akin to football than it is to soccer.
    Each succesive succesful salvaging operations takes longer and more resources/effort to complete, simulating deeper penetration and exploration of the wreck site. This increases the risk for the player, but also rewards him/her with a greater bonus after succesful completion, which may prove decisive in overcoming the enemy player(s).


    Multiplayer game-mode: “Shipbreaker”

    Map layout
    • A starshipwreck* somewhere in the center of the map.
      • *E.g. Kalash Wrecksite. Spawns randomly somewhere inside a predetermined area to limit player experience advantage.
      • Perhaps the wrecksite is difficult to defend (in a valley), making it difficult and costly to defend shipbreaking Salvagers.
    • Players spawn around the edges.
    Goal
    • Destroy the enemy/enemies
    • Retrieve technology from the wreck site
      • Technology derived from a (large) wrecksite similar to regular RU wrecksites (NOT pink glowly footballs!)
    Starship tech treasures
    • Level 1: armor technology
      • Cut open (explode) and salvage a piece of the wreck’s outer armor for “x” seconds
        • destruction of Salvager stops/resets timer
      • Bring the hull artifact back to the Command Carrier
        • Retrieval unsuccessful if harvesting unit is destroyed before return to CC.
        • Upon death of harvesting unit, artifact is dropped and can be retrieved by all players
      • Armor upgrade research ability onlocked upon successful retrieval
    • Level 2: weapon/power technology
      • Cut open (explode) the same wreck and go inside to salvage McGuffin tech, taking “y” seconds to complete
        • Destruction of Salvager stops/resets timer
      • Bring the artifact (secondary weapon system of the starship) back to the Command Carrier
        • Retrieval unsuccessful if harvesting unit is destroyed before return to CC.
        • Upon death of harvesting unit, artifact is dropped and can be retrieved by all players
      • weapon/power upgrade research ability onlocked upon successful retrieval
    • Level 3: (Super) weapon technology
      • Cut open (explode) the same wreck and go deep inside to salvage McGuffin tech, taking “z” seconds to complete
        • Destruction of Salvager stops/resets timer
      • Bring the artifact (core tech of the starship) back to the Command Carrier
        • Retrieval unsuccessful if harvesting unit is destroyed before return to CC.
        • Upon death of harvesting unit, artifact is dropped and can be retrieved by all players
      • (Super) weapon upgrade research onlocked upon successful retrieval
    “x” < “y” < “z” amount in seconds to perform a task
    Last edited by TWV; 20-01-2016, 12:29 PM.

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    • #3
      I think the unit cap is a bit too restrictive. If the game goes very long, I feel like I have to blob my units and can't afford to split them up, so I can beat my opponents blob. It just feels odd being so low.

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      • #4
        I noticed camera controls have a lot of smoothing applied to them, could there be an option implemented to disable camera control smoothing. I highly prefer snappy camera to smooth camera and I don't think I'm alone in that.

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        • #5
          I'd love some "standard" HW-game mutators. Resource multiplier, bounties, unit cap, that sorta deal.

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          • #6
            An option to search for games in regions outside your own would be greatly appreciated.

            Also, a base defense/players vs horde mode like Operation Stonewall from Company of Heroes would be a nice addition, a sort of multiplayer co-op version of some campaign missions.

            Another mode that could be interesting would be some kind of canyon crawl, one team has to escort a carrier or two through a windy cavern whilst another tries to destroy it.

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            • #7
              This game has the potential to become a crazy good RTS game! I don't think ive played a RTS game that looks and feel this good, its a great surprise.
              But the multiplayer really needs some improvements on several points to be enjoyable over time, it seems very limited in its current state.

              1. The AI is very soft on all difficulties. Even on Hard its very easy to finish off. It would be nice with some larger and more frequent confrontations with the enemy. And maybe a more intelligent AI? Im not talking Cyberdyne level, but for instance Ive noticed the AI doesn't really care much if you attack its resource collectors. The AI is supposed to make you almost forget its artificial and take action to these situations like a human player would :-)
              2. Unit Cap is too low for my liking and i really think this game screams for a higher cap. An option to alter the unit cap would be greatly appreciated amongst many of us!
              3. General Multiplayer match options like Starting resources, AI Behaviour, Unit cap, Resource multiplier etc would be so great to see! This would also increase the playerbase because of the customization options. The option to make it your own experience is vital.
              4. I really hope Deserts of Kharak gets the addition of Steam Workshop! The player created content and maps will extend the life of the game/community for a long time ahead. And the game deserves that.


              Thank you for making this game - im a long time fan of Homeworld and the Strategy genre and, i really want to see this game shine. Best of luck to the developers!
              Last edited by astropolis; 20-01-2016, 06:12 PM.

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              • #8
                Replays and observer mode please.
                More maps are on the way I understand.
                I didn't see any options in MP for selecting regions - does it search globally? (I hope so, at least for now. Being able to select regions if population grows enough is another idea)
                Last edited by Ekko Tek; 20-01-2016, 06:00 PM.

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                • #9
                  Can we have a visual indication of the support cruiser and carrier Heal AOE? Make it show a blue dotted line circle when you select the ship. This will be great to see what units are within the are of influence so it'll help with positioning units.

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                  • #10
                    New server model with no region lock BS, because having a hard time finding game on region other than USA or EU. Other than that, great game BBI

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                    • #11
                      In relation to my earlier post, the Torin* Crater map from mission 12 is a near perfect fit!
                      I didn't know this campaign mission before I posted earlier.. >.>

                      *A nod to "Torin (a play on Turin?) Industries" I presume?

                      Have the Base Runner be able to plant successive mines and turrets in a row, just like the democharges in SP.

                      "Kamikaze" ability for Gaalsien strikecraft?

                      "Dig-in/deploy" ability for Coalition Railguns, Therefore becoming a static turret, with an armor and range bonus by sacrificing mobility.
                      Last edited by TWV; 21-01-2016, 05:32 AM.

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                      • #12
                        New tile sets! Deserts are cool and all, but I would love to play on a tundra, in a jungle, or some alpine setting. Why not something with completely new flora, fawna and terrain formations to what we are accustomed to on earth. No real reason why not.
                        Last edited by truckcrash; 21-01-2016, 07:46 AM.

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                        • #13
                          You could call it an Hiigaran Map Pack!

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                          • #14
                            Originally posted by truckcrash View Post
                            New tile sets! Deserts are cool and all, but I would love to play on a tundra, in a jungle, or some alpine setting. Why not something with completely new flora, fawna and terrain formations to what we are accustomed to on earth. No real reason why not.

                            You mean aside from the fact its set on a desert planet with none of those terrain types?

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                            • #15
                              Originally posted by Kaptainkiwi View Post


                              You mean aside from the fact its set on a desert planet with none of those terrain types?
                              maybe a industrial based map with sand dunes scatter in the map

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