Space Engineer ships for HW
like this scout i built in SE
or this mobile mining station/Carrier
Something I would really want is a proportional navigation mod for the missiles. I donāt want them to follow a target, I want them to lead it.
Iāll add to that realistic engagement ranges and speeds.
better missile steering code would be a godsend, the current missiles are⦠very fragile in their behavior
Warhammer 40k ships!!!
Space marines, Eldar, Chaos, Imperial, Necron, Tāau, Orks and meny other races 
would be awesomeā¦there is going to be a space rts based in Warhammer 40k but i think it would be better in the HWR engine 
Geometry Wars 
it would be way to easy to make but it would be kinda fun doing it XD
This was done for HW2 classic, but I think they only got Imperial finishedā¦
Would be great to see it remastered.
Yes would love to see it remastered 
Or we can just buy the latest Warhammer 40k game that is like the mod 
Iāve got an idea, superweapons!
If thereās one thing Homeworld doesnāt have that other ātypicalā RTSās have, itās some type of Superweapon for each race! (except cataclysm ;))
Iām working on the planning & concept art for a unique Superweapon for each race, but if anyone has any ideas shout them out! 
Singularity Generator for the Hiigaran.
Drone Swarrm or Missile Barrage for the Vaygr.
Siege Cannon for the Kushan.
Headshot Asteroid for the Taiidan.
DeathStar Laser for Progenitors
or like a larger version Sajuuk 
I actually had two ideas. Both are because Iām extremely clueless when it comes to modding any game, ever. Either way, here are the two mod ideas:
Battleships. The idea is simple enough. (And I know adding this into the game is more complicated than that.) Adding another really powerful ship to each race that has a lot of guns and ions and⦠you get the point. Just something for fun.
And this next idea is something that is (probably) extremely simple, but I couldnāt wrap my head around it. I was playing Warlords for HW2C and had a lot of fun with 10ā000 RU injections at 10 second intervals and instant build on a small map. Sure I nearly crashed the game doing it, but I had fun and thatās what matters, right? I wanted to replicate this but⦠well when it comes to modding Iām not exactly the smartest man.
Basic modding ideas:
In a similar fashion than the Complex mod did more ships. But not just the same model with different weapon loud outs instead actual models.
Weāve got fighters, gunboats, corvettes, frigates, destroyers, Carriers, Cruisers, Battlecruisers, Dreadnoughts
Those marked are not in it just yet but would make for nice additions and mixes between the present ship classes. A gunboat would be a mix between fighter and corvette larger than any fighter but smaller than a corvette.
Battlecruisers would be an enhanced version of regular Cruisers more armored and giving slightly more damage. Dreadnoughts should be a first priority target they are 1.5 as strong as a regular Battlecruiser 2.0 as strong as a cruiser and slower. Not closely as strong as Sajuuk of course for balance reasons.
More mission maps in general. There are plenty of stories to tell within the Homeworld Universe.
Trade ships
Would travel between allied motherships and shipyards depending on where you sent em. When docked with their mothership your ally gains little ru when it returns to you the same goes for you.
Transport vessel + Personnel Transport
Instead of just transferring Ru and ships just like that to your allies you must build a Transport vessel first. Lets say the ship costs 500ru then you transfer that sum automatically to your ally once the ship docked with either a shipyard or the mothership.
To transfer ships you need to transfer personnel first so they can make usage of your ships. That would add a certain sum to your ally of allied pilot slots and then you can transfer em over till the amount has been exhausted. I believe in some vanilla HW2 mods a feature like that was already implemented.
New game modes
Convoy duty: There will be only little ru on the battlefield and in order to gain additional ru income periodically at a randomized time ally troop transports enter the field per hyperspace. On pre designated or random areas. You would then have to guard these as your opponent will try to kill these. Per script it would determine the position of your own vessels and the enemy vessels to find a far isolated region of space where the convoy could hyperspace in. The same thing happens to your enemy to be wary.
A similar game mode was already added in vanilla Hw2 but never finished.
King of the Hill: Defend a randomized number of ancient stations to gain points till your enemies runs out of their points. Similar to the game mode of Kharak of Desert.
Coop: Survive with your buddy against endless waves of new appearing enemies while also getting randomized sub quests in order to gain benefits from it. Unit reinforcements, new tech unlocks, specialized none build able ships enhanced sensor range etc. If failed your AI enemy may get bonuses instead. So far weāve got this kind of game mode only in single player form in few mods hosted on steam.
Exploration mode: The FX team is developing something like that right now. It contains a map system where you can jump onto other maps per hyperspace on pre designated points. Then you can explore an entire galaxy and encounter npcs giving you missions or fighting you as well as many map specific units you canāt build yourself⦠To bad that the Chinese develop this. That means half the time we wont understand whatās going on. ^^
Push on @Chimas to work on his Twist of Fate mod. His project is the closest you can get to convoys, transport ships and alternative game modes.
Probably the one made by Mr. Thi, where I based my ideas in the beginning.
Anyone willing to know more, check the PDF here.
And remember: a lot of undoable things in there, itās not a mod yet.
No it was actually a set of mission rule scripts for mp I downloaded it back then. It was located somewhere on the Relic forums for testing and contained this convoy idea and actually few other game modes. But as I said it was never finished.
The Twist of Fate mod approach sounds very similar though and sounds promising. Lets wish him luck that he succeeds.
I have seen this done before on a Homeworld 2 classic Mod called Fairy Empire(Yaodu) http://www.moddb.com/mods/yaodumod
BRIDGE IN A RAIL SYSTEM
One thing Iām envisioning is the use of rails. Visually, itās a fend, you donāt actually see the rails. It would be used in stations. Imagine a station that you want to use bridges outside the main structure, just like it happens with HGN and VGR. So, whenever the station is performing a particular job, the bridge can travel in that rails to the spot to represent that action. Imagine a horizontal station, if strikecraft are docking in one end, the bridge goes there and becomes a traffic control tower.
IF a frigate is latch docking in the other side, the bridge travels back to assist. It can travel to a LAB section to repair the hull for example (so, the bridge has a repair module with a repair beam, hmmm). Iām taking note to this feature, hope to make it happen ā¦
Quick question.
Iāve been hoping to try my hand at modding, and I have some ideas for Homeworld that I would like to see in the game.
My question is this: With the major update coming up āsoon,ā should I go ahead and start now, or will the game be sufficiently changed that I should just hold off for the time being?
If youāre going to alter Lua files or start modelling and texturing, go ahead now.
If itās for anything else more advanced than that, then you could wait. Use this time to take notes of your ideas, get them against one another and cut out what is not feasible before discoverying it in practice.