From what I have read here and experienced in game, I think I have an idea on what the fundamental problem is with the HW1R strike craft problems. The issue is two fold, being both how Homeworld2 and HWR weapons are handled, and the manner in which HW2 originally handled strike craft such as fighters and corvettes. Please let me know if I am incorrect in my initial assumptions.
TL;DR
[QUOTE]Individual Homeworld 1 ships are being treated as HW2 squadrons as far as combat & flight AI is concerned. Formations and strike craft grouping for HW1R ships serve no purpose beyond logical grouping of ship types. The weapon system in HWR compounds the problem because of the difference.
HW2 squadons == single “ship” with multiple weapon hard points. Can cover larger firing cone and angles of attack negating the negatives of not having ballistic weapon hitscan augmented by formations.
HW1 ships == single ship with typically one weapon hard point; limited firing cone and angle of attack; formations useless due to usage of HW2 strike craft flight AI rendering weapon hit chances extremely low.
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The original HW1 strike craft were created individually and were grouped together through the formations that we all know and loved from the original. The original HW1 engine calculated hit chances based on an cone of attack and simulated ballistics of the projectiles fired. Formations for strike craft played a big part in making this paramount to the usage of strike craft. Different formations had varying effectiveness against enemy ships. Some allowed fighter craft to have better or worse survivability and others would grant better/worse attack angle on vessels depending on the formation used and what said fighters/corvettes were put up against. So when you would see a ship fire, it had a line of fire against the target and would only do so if it had a reasonable probability to actually connect.
Example of this would be say the usage of the Sphere Formation with Attack Bombers against Frigate-class and higher vessels. The formation grants every single ship a direct cone of attack for their weapons to hit the vessel, this in turn limited their mobility and evasiveness against retaliatory fire. Another example would be the Claw or X formations. This was the staple of fighter/corvette formations as it granted the group a sweeping attack angle as they passed by doing noticeable damage, but allowed for manoeuvrability against returned fire.
In conjunction with the above, the ability for the craft to quickly change formation depending on the tactical situation gave the ships a much longer life span and sometimes a tactical advantage in dogfights against other strike craft or frigate class vessels.
That brings us to the Homeworld 2 and Homeworld Remastered situation. Neither game uses the method that Homeworld 1 did of simulation of ballistics to determine if a weapon successfully hits or not. Instead they use a simple RNG (Random Number Generator) and/or a probability model for determining whether or not the ships would attack.
Each ship has various weapons on them and those weapons hard points have various statistics regarding accuracy, penetration, DPS, angle of attack, firing cone, etc. These settings are what determines how often the weapon hard point fires, how accurate it will be to hitting a ship, and various other details related to the weapon. Depending on how each weapon was configured, the settings on said weapon makes the probability of attacking, and then from there figures out the probability of it hitting and so forth.
Homeworld 2 made usage of strike craft in squadrons of typical 3 or higher. So you can almost think of it as a single unit with multiple weapons firing at similar or slightly different firing cones and angles. Against another single target or a squadron the weapons would be mostly effective. Occasionally you would see that weapons effects would fire out at goofy angles contrary to the direction the ship or turret was firing. This is a symptom of how the weapon system wasn’t quite perfect since it was based on percentages of accuracy, firing cones, and numerous other factors.
The formations in Homeworld2 were very limited as the weapon system did away with needing to have formations augment the weapons to gain greater effectiveness in combat as you now no longer needed to have a formation to ensure survival, just have more numbers and you’d “out gun probability” the other group since they were under the same designed weapon systems. The HW2 formations were oriented around squadrons of multiple ships, not individual ships grouped together and so the flight AI assumes that the “squadron” had multiple guns and thus multiple weapons to attack with negating the discrepancy of the weapons missing with more guns firing to compensate.
This now brings us to where we are at with Homeworld 1 Remastered. With the original ballistics system gone, and using the statistics of weapon probability hits, and ships now being single vessels with effectively a single weapon it throws a wrench in the entire situation. We are now able to see the weakness or at the very least the significant differences in the weapon and hitscan systems between HW1 and HW2.
Formations and strike craft flight AI are still oriented as assuming squadrons of strike craft; not individual ships. Because of this formations are immediately ignored once combat begins and each individual ship for the most part acts like a unique individual “squadron” (despite the ships being in a group) trying to attack enemy strike craft who are doing the exact same thing. This results in the much longer engagements people are seeing with Fighters and Corvettes and how most of them are missing their shots. Typically the only way the engagements win in your favor is by throwing overwhelming numbers to saturate the field of attack.
So what do we do about this?
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Ship Flight AI (specifically a focus on Fighters and Corvettes). They need to keep formation before, during and after combat. I believe that if this is done, it will alleviate a lot of the headaches we are currently seeing with necessarily lengthy combat encounters. In addition, combat flight AI needs to either be designed for the individual HW1 ships NOT acting as individual squadrons. The group itself needs to be the “squadron” and that group needs to act together. The problem currently is that the formation and group designation serves zero purpose beyond logical groupings.
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Strike Craft Weapon Systems - Once the flight AI and formation issue is resolved, at this point it would be a matter of re-balancing the weapon systems on each strike craft as to maximize their effectiveness to render it closer to what we would expect from the original HW1 system both using and not using formations.
Both of the above resolutions could be applied to both the HW1 and HW2 races to facilitate balance between the two systems for multiplayer.