The first and foremost thing I would like to suggest here is that the idea of trying to make all 4 fleets play nice in versus-play is clunky at best in its current iteration. HW2 vs. HW1 gives some advantages to one or the other that no amount of unit stat finagling can change. For instance a HW2 Carrier can spawn a shipyard, re-establishing full capital ship production abilities to a HW2 faction that had its Mother/Flagship destroyed. HW1 fleets can never recover full cap ship production once their Mother/Flagship is destroyed.
Further it seems to be very unfounded to have changed HW1 stats so drastically to get them to fit in with the functionality of HW2 when you consider the campaign. Games like Starcraft have different stats and functionality in campaign mode than they do in multiplayer mode. I know from modding experience that this is possible within HW2 code. I heartily suggest it. If you donāt plan on changing multiplayer very drastically, than at least I ask that HW1 units reflect their original stats in the campaign mode. After all, when you think about it, the new stats seem arbitrary when you are playing through HW1R because they are balanced against nothing you will face in campaign mode at all. It seems unfortunate to have to play through HW1R with arbitrary stat changes but not have to worry about any such alterations to HW2R, especially since I happen to believe most people who are fans of the series enjoyed HW1 gameplay more. Maybe Iām just biased there though.
The most outrageous suggestion I have is what I would do in order to make the Multiplayer mode make more sense and work better. I would create mutually-exclusive HW1-balanced and HW2-balanced Multiplayer modes. If you want to keep all 4 factions able to play against each other in a way that reflects some sense of order than I highly recommend this. What I am basically proposing is that HW1 factions in a HW2-Balanced skirmish would build strike craft in squadrons, research upgrade techs, and basically have the whole paradigm shift in the direction of the HW2 approach to everything. On the flipside HW2 factions in HW1-Balanced skirmishes would build strike craft on an individual basis and follow the same basic pattern of research from HW1. Yes, this would unfortunately mean adding in some fictitious units and/or modules perhaps here and there. The Vaygr and Hiigarans would need support frigates and some sort of anti-strike craft destroyers as well as a few new strike craft. Kushan and Taiidan would probably need to have many of their units restricted and a few modules thrown in here and there, and some sort of Shipyard equivalent. Thatās a lot to ask, I am aware, but itās really the only way I can ever see the 4 factions playing nice in a way that doesnāt feel like a really strange HW2 mod.
Back to the more attainable problems. HW1 Corvettes are another issue. I have seen this mentioned in passing in other areas, but the way the corvettes fly is perfectly good for HW2 vettes, with their central turrets and/or guided missiles. HW1 corvettes are like helicopters. They have to strafe to bring their guns to bare. Please amend the flight patterns of HW1 vettes to reflect the differences in their construction.
Then of course, there are the formations. I definitely hope something can be done on that front. I know this has been brought up a BUTT-TON of times already. But I want to bring it up too, for whatever it is worth to know that one more person really, really hopes you can fix it. Same goes for the old support frigate hyperspace functionality!!!
Multi-player maps from HW1 should probably have all the resources grouped into one ālocalā resource cluster in the game code. People playing HW1 maps are not used to having to tell the collectors to continue collecting all the time. The local resource function only makes sense when asteroids are grouped like they are in HW2 into convenient little super-dense regions.
EDIT: (Non-Issue): HW1 Resource Controllers used to follow the collectors around wherever they went when told to guard. Not sure how well this carried over into HWR but in HW1 maps it is still a virtually essential mechanic, because as I was eluding to, HW1 resources are spread far and wide and so there is no sensible one place to just plop your Controller for vast amounts of time.
Nevermind the thing about the Controllers; having played the campaign a bit I see they do a pretty good job of following the Collectors around. Based on the behavior of Mobile Refineries in HW2 I didnāt expect this kind of functionality. Nice Work!!!
Anyway, I know I have a lot of concerns but I donāt want to sound ungrateful. Thank you Gearbox for recognizing Homeworld as among the best games ever and making sure it is not lost forever to the sands of time!
EDIT: It would really be great if the Turanic Carrier could be scripted to make its attack run in M04 too. It doesnāt even fight back until itās in the retreat stage. Kinda anti-climatic.