Current State of Formations?

Thanks for the reply! And I totally understand you being sensitive…I haven’t been around a whole lot, but I’ve seen enough to know that a lot of people have been jerks to you developers throughout this whole process. Consider your apology accepted lol :slight_smile:

Also, is the new formation code going to be released in a patch, or as part of a mod at first? (Or, is that still up in the air at this point?)

I eagerly await any information you can share about the new formations when the time comes! :wink:

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By definition it’ll be a patch. Because this is a MASSIVE delta at the code level. Mods can’t even dream of doing what we’re attempting right now.

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Just call it an EPIC UPGRADE! :slight_smile:

Since I know you don’t like referring to its current state as “broken” and “needs fixing”.

Cant wait!! … But I will cos I know it’ll be worth it, and ya’ know, got no choice.

Still no formations? That’s the biggest problem with the HW1 Remastered. Without the formations this makes the game loose it’s way. What a disappointment. Luckily i can have full game experience on the original version.
Homeworld 1 Lan? Do i see it somewhere? Hell no, when clicking multiplayer tab there is no longer no option for the lan. Luckily i have old retail version of HW still intact. (if anyone would like to play HW1 online hit me up on GR or tunggle.)
Since i’m on Fedora right now and I’m too lazy to make another thread i might as well write few things that I’ve noticed on Wine.
HwRM on Wine, I’ve lost the lights. Is there any component that i haven’t downloaded or installed?
HW2 works fine Graphics needed a bit tweaking, RU count was lost to the top.
HW1 is a bit odd few graphics works on windowed mode.(on side note HW1.05 runs… perfectly) I don’t expect problem solving answer for that tho. Wine just could be failing with a certain thing.

Well, I’ve played some of the first missions in the HW1 campaign, but then decided that I’d wait a little longer before going further along in the campaign. At least until the major bugs are worked out. I still remember that bug (now solved) that caused an instant CTD when a cryo tray being loaded was destroyed in mission 3…

The question I’d really like to ask @BitVenom is a very simple “when” about this formation rework, but I know that he cannot answer that :wink: .
So I’ll try a different question: if everything goes according to plan (and this is a BIG if, I know), how faithful will the new formation behavior be to the original HW1C behavior? Somewhat more faithful? Practically undistinguishable?

And finally let me say a loud “great job” to all of the HWR staff. I don’t think I’ve ever seen this kind of post-release support with a game. Absolutely amazing :+1: .

I don’t think it will be like HW1C, I think it will be… Different…

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I agree. The question is: how different?

Formations and Tactics YAAAY!

Any news relating to this makes me happy. Doesn’t matter if it’s not “the same” since we have hw1 and 2 using formations differently from their conception. Makes sense vanilla formations wouldn’t be feasible, who cares? Formations and Tactics! YAY.

Good luck with the quest, we’ll just be here…lurking.

I’m also excited about what is in store for formations and tactics. The current “blob up” that occurs with Frigates and other capitol ships that happens when they attack a single target is rather lack luster. However, I love the HW2 strike craft style, so I hope there is a way to mix both HW1 and HW2 together into the best of both worlds.

I very much miss the multi-ship targeting ability of HW1 ships. It’s completely absent from HW2 and HWRM. It was a huge part of strategy and tactics, not to mention the realism of the game. This was always considered a major step backwards.

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I shoot at surroundings and I shoot at secondaries doesn’t allow multi ship targeting?

Not by default. Not nearly as effectively as HW1. Banding a group of enemy ships only gets targeting of one ship at a time. The ships don’t default to multiple targets.

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It seems worse, but I’ll admit it may be rose colored glasses. And it would be really hard to test the difference. Can’t really convince the CPU in classic to come at me with a vette or frig wall.

This isn’t something we could fix on the balance side, I’m pretty sure this is AI. Hopefully those guys will take an interest once formations is finished.

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Hello,

At first i was scared that Gearbox will royally screw a big old IP like it’s the case most of the time.

But hey, you guys did a wonderful job. Can’t think you could have done it better considering the task.

Can’t wait for the next updates, the game already looks great but we want it better :smiley:

If you haven’t yet, take a look at the official balance mod in the workshop to see what the devs+community are doing in terms of balance changes.

I did, and i think it’s great work the dev and the community

I like the new feel =)

Sadly, it’s pretty hard to find player to play with …

Can I ask what is the nature of the changes, is it a massive overhaul of the engine to include the ballistics and whatnot of the classic or is it a more sophisticated RNG system to resemble the classic game in the current engine?

This is about formations, as far as I know the RNG system won’t change.

formations were no longer relevant because of the move from the ballistics and physics based engine to a relatively simple RNG based engine. which means in order to make formations have an impact on gameplay you would either have to make a more sophisticated RNG engine to account for ships that are moving/attacking/defending in formation, or move back to a ballistics and physics based engine.

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Not necessarily. Concentration of firepower, duration of weapons on target, and ship manuevers/formation manuevers are all still relevant with RNG or ballistics.

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