Slow down, linking was my idea! 
But in all seriousness, he has some great points.
Hi @JowLin,
- The post got big, sorry.
While we are waiting for Shipbreakers, I was wondering âif I would make a ground battle RTS/RTT, what would be the featuresâ. (also because of the âcancelledâ Generals 2)
One feature I came up with is 3 unit sections (types) - the cannon section (tanks), the cool weapons section (flamethrowers, rocket launchers and etc) and the guns section (APCs). The result is that all infantry (robots) are NPCs and they would be based in the APCs. So pretty much, the APC arrives at the scene and while their guns are firing, the infantry is downloaded for tactical attacks. Which I think is sort of what you have described in your opening post. This feature was thought this way because it relates to many other features and stuff (that are also pretty cool).
Although, I thought that for a ground battle, I wouldnât make a mod for that with spaceships. Wonât make an extensive list, Iâll just sum up I dislike the idea. Surprinsingly, no one referred the HW1 Drone Frigate, which is a test for the proposed concept. But itâs not necessary to list how âthis is not the sameâ, I just wanted to recollect the DF.
In the other hand, having some automations in the squadrons generation is not a bad idea. I bet the next Homeworld will produce single units, squadrons and tactical teams. This last item, brings a whole new game to the table and I wonât mention where my research is going (not all ideas worth 2c, sorry, ehehehe).
Some suplementary comments:
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the TOP players will always defend the Micro, because itâs how they win the battles. You donât conceive how to micro the assets, but they not only conceive, they also execute. Honestly, Iâm more a âmap playerâ (Macro) than a âfield playerâ (Micro). What I think is absent is an additional gamemode for macro player style and this has been compensated in some mods by offering the possibility to play without strikecraft (@pouk: I donât remember, Rearm fits in here?);
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If the gamedevs have to decide between micro and macro, they will keep the carrier the way it is. Unless they find another set of interesting micromanagement that replaces the current. For example, if the strikecraft is set to autodock under certain conditions of the power bar (to resemble damage or fuel), you will have plenty of Micro during the battle to send them back in a spot they will last longer before docking again. Remember: Iâm just providing an idea;
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the HW2 carrier is âexpensiveâ probably as a result of balancement. Itâs also very fast to produce a carrier, so if you calculate using price and production time, the cost will fall. In the end is the situation that will tell if itâs worthy or not producing another carrier;
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In the âearlierâ HW2, the carrier was not being considered to be a resource controller, I GUESS. In the final stages it got the miraculous resource bay and frigate module set. But I am really guessing here, basing my statement on a)concept art, b)that 2001 E3 video and c)how that carrier was designed by modders later (@pandorazero mod and @LeSunTzu model)
Indeed you did, whoops. I should have specifically mentioned no. 5 &6 when I said that. Although, how I missed your Retreat All button is beyond me. I think of all the ideas mentioned so far, itâs the most immediately useful and practical.
Hehe, thereâs really no such thing as stolen ideas in a suggestion thread, that would be nonsensical, we all love the same game.
Your points should be imlemented, theyâre all great, Iâd love to see them in game. I also like HeavyTurretâs no.8, building for a specific group number.