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what id like to see in Homefront remastered


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#1 haseo yashimora

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Posted 24 March 2015 - 06:39 PM

this is mostly my personal view/wants but ill list them below.

 

 

 

  1. larger 1 on 1 maps: as you know most of HWR maps for multiplayer are small with even most of the classic mods like mass effect and star trek mods, id like to see a 1v1 map(since i do that facing the ai a lot) have a "fair" distance from each spawn in point.
  2. its to dark: when i played Homefront i loved it but there are no stars in the background just a black space, idk if thats just a bug on my end or something but it made all the UNSC ships very hard to see i hope if its not just on my end it will be fixed.
  3. more ships on both sides: i know your doing the covi destroyer what about adding in other ships for the UNSC as well like Athens class or Autumn class, just ideas i had on my mind.
  4. buff the covi side: this is most likely being worked on but the covi side was a little underpowered in full fleet combat and in 1 on 1 engagements UNSC won always depending on ship class(only tested with AI) id like that to change hopefully.
  5. missile barrage that can be useful: in Homefront the only time archer missiles where fired was on RU extractors(like dafuq!?) that needs a overhaul so they fire at enemy ships to!
  6. covi shields: none existent, sure they flicker before the ship blows up but the only thing i could think of is that theirs no game code/mechanic for shields on ships, if so, amp up there health
  7. ship wreckage: personally i freaken love the ships explosion/braking apart animations ten stars there Zero but can we add to that like say for an example keep the nose of a UNSC frigate in space with other wreckage that the RU extractors can collect if the game begins to stress over the amount of units and gun fire and wrecks just a small idea.

 

Zero your thoughts/comments and anyone else?



#2 Zero

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Posted 26 March 2015 - 12:31 AM

Alright thanks for the list, let me give you some feedback!

  1. Maps are always going to be WIP. HW2 is very limited with render distances and what not. We've always wanted larger maps, but the tools made are geared for HW sized maps so making larger maps was really difficult. Map making in general, if you want it to be interesting, can be very frustrating. Our best bet is to come up with a random generator script for a large sized map that generates the map based on resource zones and spawn points, where dust clouds and stuff would be rendered in randomly.
  2. A lot of the maps had overhauled backgrounds that had much better lighting. As far as stars go, the background builder is very buggy and adding stars was next to impossible that looked good, so they never had any. Hopefully this won't be an issue with the remaster when they finally release all the tools. I'm curious as to which map you played on that was really dark though.
  3. As far as more ships go, the UNSC is pretty much done. Probes are to be reworked in the next build, which will be on remaster, but other than that all roles have been filled except Mothership, and that is a very niche subject because the Mothership needs to be able to build everything and no UNSC ship in canon is capable of doing that. Velo had done a concept work for a mothership, but we will most likey adopt the Epoch style and adapt it to look more like a UNSC ship, probably closer to the Athens. Moving forward, my plan is to include a static faction base on both sides, as well as an expeditionary (movement) ship closer to vanilla. Right now the UNSC is stationary while the Covenant can move and it won't work out very well in the end if the two are different.
  4. Covenant are very much WIP right now. Not much has been done to them, but they definitely need a buff.
  5. In canon, missiles were useless against Covenant shielding. Pit the UNSC against itself and they will launch missiles. Against a shielded target and they won't. It's how the balance is going to work.
  6. Homeworld has no real shield mechanic. How it works is that the Covenant have a ridiculous (or should) health regen based on how much health they have. If they have half health, they will regenerate health much quicker than if they have 25% health. This is also part of the balance, and how quickly their health regenerates needs to be adapted and changed.
  7. The issue with custom ship wrecks is performance and time. Detailed wrecks for each ship takes a long time to make and takes up a lot of space and memory. You could argue the effects I made are the same thing, but they're not. They're low poly optimized meshes with a basic texture slapped on them. They look good because they're destroyed, but as a static object they would look terrible. Instead, I'll most likely add vanilla debris that you can pick up, but thats about it. The reason why I didn't do this in the first place is because the collector for the UNSC doesn't really have a good latch point and latch points can be pretty buggy.

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#3 haseo yashimora

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Posted 26 March 2015 - 07:31 AM

replying to Zero

 

  1. ok i dident know that, then ill just deal with it :)
  2. it was the Earth map
  3. ok thats fine
  4. true, ok
  5. fair enough
  6. ohhhh ok that works
  7. ok i get it, was just an idea any way

 

tyvm zero for your help/input on this topic i understand about it more.



#4 Zero

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Posted 27 March 2015 - 06:22 AM

No problem. Some of this stuff might change when I eventually move to Remaster, some of it might not. I'm hoping for more flexibility.


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#5 Norhundien

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Posted 29 March 2015 - 03:53 PM

I have a doubt about the Halcyon design, if the Marathon logo was the emblem of the Pillar of Autumn, why is in all the halcyons that you build? would not be that the serial version?


Sorry for the bad english 

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#6 Ivan

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Posted 27 April 2015 - 01:10 PM

 

Alright thanks for the list, let me give you some feedback!

  1. Maps are always going to be WIP. HW2 is very limited with render distances and what not. We've always wanted larger maps, but the tools made are geared for HW sized maps so making larger maps was really difficult. Map making in general, if you want it to be interesting, can be very frustrating. Our best bet is to come up with a random generator script for a large sized map that generates the map based on resource zones and spawn points, where dust clouds and stuff would be rendered in randomly.
  2. A lot of the maps had overhauled backgrounds that had much better lighting. As far as stars go, the background builder is very buggy and adding stars was next to impossible that looked good, so they never had any. Hopefully this won't be an issue with the remaster when they finally release all the tools. I'm curious as to which map you played on that was really dark though.
  3. As far as more ships go, the UNSC is pretty much done. Probes are to be reworked in the next build, which will be on remaster, but other than that all roles have been filled except Mothership, and that is a very niche subject because the Mothership needs to be able to build everything and no UNSC ship in canon is capable of doing that. Velo had done a concept work for a mothership, but we will most likey adopt the Epoch style and adapt it to look more like a UNSC ship, probably closer to the Athens. Moving forward, my plan is to include a static faction base on both sides, as well as an expeditionary (movement) ship closer to vanilla. Right now the UNSC is stationary while the Covenant can move and it won't work out very well in the end if the two are different.
  4. Covenant are very much WIP right now. Not much has been done to them, but they definitely need a buff.
  5. In canon, missiles were useless against Covenant shielding. Pit the UNSC against itself and they will launch missiles. Against a shielded target and they won't. It's how the balance is going to work.
  6. Homeworld has no real shield mechanic. How it works is that the Covenant have a ridiculous (or should) health regen based on how much health they have. If they have half health, they will regenerate health much quicker than if they have 25% health. This is also part of the balance, and how quickly their health regenerates needs to be adapted and changed.
  7. The issue with custom ship wrecks is performance and time. Detailed wrecks for each ship takes a long time to make and takes up a lot of space and memory. You could argue the effects I made are the same thing, but they're not. They're low poly optimized meshes with a basic texture slapped on them. They look good because they're destroyed, but as a static object they would look terrible. Instead, I'll most likely add vanilla debris that you can pick up, but thats about it. The reason why I didn't do this in the first place is because the collector for the UNSC doesn't really have a good latch point and latch points can be pretty buggy.

 

The spirit of fire is cannon. :)



#7 Fleet Admiral agigabyte

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Posted 27 April 2015 - 03:59 PM

On the shields, what about Stargate Space Conflict?


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#8 Zero

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Posted 30 April 2015 - 12:47 AM

The spirit of fire is cannon. :)

Your point is?

 

On the shields, what about Stargate Space Conflict?

Mods like Warlords, Stargate Space Conflic and Star Trek Continuum use a custom script to simulate shielding. This also drops performance on the game. With HWR, ships can have their own custom scripts now instead of writing complex grouping scripts to call actions, so shields may be possible now but the way Gearbox is handling the modding scene is terrible and very limited. There is no source documentation to work on new features with. Until then, we've adopted the Warlords method where Covenant ships simulate shielding by having really high hull regen times based on how much health they have. The less health they have, the more time it takes to regen their hull.


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#9 베이클라이트

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Posted 30 April 2015 - 03:47 PM

Your point is?

 

 

he is probably saying that the spirit of fire is a huge "cannon" that should be totally awesome and shoot a giant laser and 1 hit assault carriers.


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