The original Homeworld was and still is my favorite game. However, I have never been able to understand the purpose for including carriers in both HW1 and HW2. I wonder if the following is possible for … perhaps in a future Homeworld 3 (here’s to hoping)?
The main flaw of the carriers:
They are too cumbersome to operate. Needed far too much micro management for a single carrier, and there is already a mothership (which is a huge carrier by herself). Carriers are little more then expensive, very limited and often unnecessary construction extension to the Mothership.
… is it possible to:
Enable us player to ‘program’ each carrier’s attack (or defense) functionality for the strike crafts that it ‘carries’?
- Say you have build 20 interceptor, 10 bomber and 5 scout in an Imperator Class carrier (of HW1).
- You assign/programmed/selected the ‘interceptor’ to support the bomber in aggressive mode.
- You assign the bombers to attack the ‘carrier’s target’ in normal mode.
- You assign the scouts to support the bombers in evasive mode (… harassing attackers?).
- You set the carrier not to auto launch.
THEN, each time you selected you carrier, and set it to attack a target or group of targets, it will not attack like the other types of capital ships, but will instead launch all its strike crafts from a distance, with their pre-assigned roles. Another word, the strike crafts becomes the carrier’s ‘weapons’: after all, that would make the carriers more like actual carriers; instead of a glorified construction yard with tiny guns.
I have always wanted to ask if it is also possible to set something similar for support frigates in HW1. In which case a player can assign (e.g.) 6 interceptors, 4 bombers and 5 heavy corvette to a support frigate. The same thing, after setting up the ‘assignments’ for each type of strike crafts, if a player selected the support frigate and directed it to attack a ‘target’, the strike crafts will launch and carries out their ‘assignments’. Of cause, a support frigate will not be able to replace its losses; but will depend on a carrier or the Mothership for replacement. Effectively, this makes the support frigates some sort of ‘mini-carriers’.
Of cause, this will make setting up carriers (or support frigates) time consuming. However, for those who are prepared to ‘organise’ their carriers, these ships might become their most dangerous assets. Just imagine in a multiplayers game, seeing three carriers suddenly jump out somewhere behind your Mothership and immediately started to launch everything they have against you (you better have field generators to prevent something like this from happening!)