Homeworld 3

Homeworld 3

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mrwwww 11 maja 2024 o 23:40
They must be dreading the reviews going live
I don't see anybody so far with a good thing to say about this game. Such a shame.
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Wyświetlanie 31-45 z 73 komentarzy
kreeg 17 maja 2024 o 18:36 
Początkowo opublikowane przez Vault Traveler:
Początkowo opublikowane przez kreeg:


That is because the Steam forums is a cesspool echo chamber. There are ♥♥♥♥♥♥♥♥♥ of people outside of Steam that are thoroughly enjoying Homeworld 3.

Do yourself the favor and drop the Steam forums, and try a different forum.

Yeah go from echo chamber to echo chamber.

Thats how you achieve nothing.


There is a reason trolls love it here...

Reddit is about 50/50 love/hate. The moderators are doling great work keeping the conversation flowing unlike the ♥♥♥♥♥♥♥♥ dump we have here at the Steam forums.

The HW3 Discord is pretty much the same 50/0 love hate. Practically zero trolls.

You, are clueless. Touch grass.
Ostatnio edytowany przez: kreeg; 17 maja 2024 o 18:49
Vyndicu 18 maja 2024 o 0:07 
Początkowo opublikowane przez kreeg:
That is because the Steam forums is a cesspool echo chamber. There are ♥♥♥♥♥♥♥♥♥ of people outside of Steam that are thoroughly enjoying Homeworld 3.

Do yourself the favor and drop the Steam forums, and try a different forum.

Do yourself a favor and try to understand why people are not enjoying Homeworld 3.


Pathfinding is not working well. For example, I tried sending harvesters to capture wrecks. They fly right into an asteroid and get blown up in that campaign mission where you need to dodge moving asteroids.

Lack of diversification between capital ships and corvettes. Then, go back and look at the ship roster in HW1/C/2/DOK.

The Storyline writing and plot could be more enjoyable, at least for me as a long-time veteran of HW1/C/2/DOK.

War Game is so new that it still needs more polishing into something I can see myself playing long-term.

I try to select dozens of units and give them a guard/attack-move order. They don't do what I want to various degrees: sometimes, they stop moving, sometimes, they start attacking and ignore their guard order, and sometimes, I don't know what they are doing in formation when flying straight into hostile ships and giving them free shots.


I believe there is a slight chance of salvaging War Games and Skirmish modes for HW 3 if they can get their act together.
RoReaver (Zbanowany) 18 maja 2024 o 1:54 
Początkowo opublikowane przez Vyndicu:

Pathfinding is not working well. For example, I tried sending harvesters to capture wrecks. They fly right into an asteroid and get blown up in that campaign mission where you need to dodge moving asteroids.
Agree here.

Początkowo opublikowane przez Vyndicu:
Lack of diversification between capital ships and corvettes. Then, go back and look at the ship roster in HW1/C/2/DOK.
Might be something saved over for the 3 new factions promised (as they'd be fairly flavorless otherwise).

Początkowo opublikowane przez Vyndicu:
The Storyline writing and plot could be more enjoyable, at least for me as a long-time veteran of HW1/C/2/DOK.
Dead middle for me on 3, better than 2 and DoK.

Początkowo opublikowane przez Vyndicu:
War Game is so new that it still needs more polishing into something I can see myself playing long-term.
Waiting for the Kalans tbh to see if they get a Qwaar-Jet type ship. If they get the Vaanar-Jet I'll know where my Hungarian brother went off to :D.

Początkowo opublikowane przez Vyndicu:
I try to select dozens of units and give them a guard/attack-move order. They don't do what I want to various degrees: sometimes, they stop moving, sometimes, they start attacking and ignore their guard order, and sometimes, I don't know what they are doing in formation when flying straight into hostile ships and giving them free shots.
Set ships to neutral or passive if you want extremely granular control. Incarnates start off aggressive.
Sheep 18 maja 2024 o 2:34 
Początkowo opublikowane przez Vyndicu:
Might be something saved over for the 3 new factions promised (as they'd be fairly flavorless otherwise).

Is everyone going to get these factions for free?
Ostatnio edytowany przez: Sheep; 18 maja 2024 o 2:34
Azu 18 maja 2024 o 2:42 
No the new factions are in paid DLC (July & October for the first 2)
RoReaver (Zbanowany) 18 maja 2024 o 2:59 
Początkowo opublikowane przez Sheep:
Początkowo opublikowane przez Vyndicu:
Might be something saved over for the 3 new factions promised (as they'd be fairly flavorless otherwise).

Is everyone going to get these factions for free?
What Azu said but if you know how to shop you can get the game with season pass for steam price for just the game so eh.
Początkowo opublikowane przez kreeg:
Początkowo opublikowane przez Vault Traveler:

Yeah go from echo chamber to echo chamber.

Thats how you achieve nothing.


There is a reason trolls love it here...

Reddit is about 50/50 love/hate. The moderators are doling great work keeping the conversation flowing unlike the ♥♥♥♥♥♥♥♥ dump we have here at the Steam forums.

The HW3 Discord is pretty much the same 50/0 love hate. Practically zero trolls.

You, are clueless. Touch grass.
reddit is a cesspool
Ashrock 18 maja 2024 o 6:05 
this game is actually pretty good if you're not going after the old school homeworld vibe. yeah it sucks they didn't put any real effort into the story. it sucks that fleets in war games are limited. yeah it also sucks that all future dlc will be for wargames. With that said the wargames when all said and done will hopefully be worth it.
mrwwww 18 maja 2024 o 6:07 
Początkowo opublikowane przez Ashrock:
this game is actually pretty good if you're not going after the old school homeworld vibe. yeah it sucks they didn't put any real effort into the story. it sucks that fleets in war games are limited. yeah it also sucks that all future dlc will be for wargames. With that said the wargames when all said and done will hopefully be worth it.
The game does have a few other problems.

Początkowo opublikowane przez mrwwww:
If you skip a cutscene then the "focus" command is immediately bugged and will focus instead on the relative position of ships during that cutscene rather than where they actually are.

Skipping cutscenes (which you will want to do, because they are awful) will regularly soft lock your game. As missions begin and end (and have multiple cutscenes in between, again, you would not believe how much they are trying to force the so called story down your throat) with these cutscenes, you will regularly find yourself having to replay missions. I began saving constantly because otherwise there was no way to avoid this.

However, save game functionality is only functional sometimes. Sometimes you just cannot save the game, and the "save game" button just does nothing when you click it. Other times you will click save game, and nothing will happen, and when you go to load games to check, there are no new save files, but then you check back later and the save file IS there. Totally inconsistent. Pretty sure we had "save your game" technology down in the 1980s but these guys can't make it work.

Captured enemy vessels seem to be bugged to not fire, or if they do it is very infrequent. So you can capture them and they will take up population but don't actually shoot their weapons, making them useless. So that entire game mechanic is just pointless essentially.

The camera itself is really janky, although admittedly you can customize it to a decent extent, but I never found a "comfortable" setting. The original release in 1999 had a better setup.

If fighters/attack craft are not in Sphere formation, then half the time they will not be firing. There is no reason to ever use any other formation. As an example, 10 recon units in a sphere can easily take out a capital ship just because they are that much more efficient in a sphere formation. There really is no reason to ever do anything else.

Annoyingly, there is no way to "lock" formation, and you will regularly come back to find that your fighters/attack craft now have a "?" "mixed" formation, even though you didn't change anything, so you will be constantly forcing them back into a sphere because anything else is just woefully inefficient by comparison.

Also sometimes units will just select a random formation which is worse than the default one. You will genuinely spend much of your time trying to force your fighters back into the right formation, and it is so annoying.

Something I could not believe was happening until I went and triple checked was that resource collectors will (admittedly not always but sometimes), usually after saving/loading the game, stop collecting resources. You have to go back and tell them to harvest resources or they will sit there just doing nothing.

Also, resource collectors have an automatic "harvest" button. However, you can put them right next to a resource, click it, and they will sometimes just not harvest the resource until you manually tell them to.

Pathfinding is (somehow) totally broken in a game where most things are literally just empty space. However the second you encounter "terrain", good luck. You have to manually control your ships to have any chance of getting them to do what you want. It's absolutely pathetic. Again, Homeworld 1 did not have this problem in 1999.

To add to this they had the genius idea to force your ships to go through "tunnels". How cool and quirky! Shame it does not work at all. Half your ships will just fly for miles around the tunnel instead. When some missions require you to do this, that means you will be manually piloting individual ships for frustration-inducing amounts of time just to overcome the totally broken pathfinding through brute force.

This also means (get ready for this) some vessels will get STUCK. Which means you will send some ships to a location, come back to find some missing, and then zoom out to realise they got stuck on a piece of terrain ages ago and are on the other side of the map still. Utterly bewildering how they thought this was ready to release. The worst culprit is resource collectors trying to put stuff inside the mothership. They will occasionally get stuck on it and, because they lack even the most basic pathfinding, will just fly directly into the mothership non stop for hours until you force them to drop what they're carrying, MOVE THE MOTHERSHIP, and let them try again.

In one mission you are told to "hide" the mothership in a nebula, so enemies can't find it. When enemies show up, they make a bee line straight for the mothership. They know its there. So that game mechanic just... doesn't work?

You regularly have to use Resource Collectors to capture enemy ships or objects. However, the resource collector deploys drones to do this, while it itself stays behind. That means if you capture an enemy ship on the other side of the map, the drones will take it all the way back to the mothership while the resource collector stays where it was... miles away. If it dies, the drones die, and the ship is now free. If you MOVE the resource collector WHILE the drones are capturing something, the drones will RELEASE IT IMMEDIATELY and it will be free. How did you guys manage to mess up a mechanic which has worked perfectly since the first game in 1999? This is awful.

In order to successfully capture something, you will have to send more than one resource collector. Enemies will just destroy them too quickly so you have to overwhelm them, and their pathfinding is so bad they will "Overshoot" targets. However this means you won't know which resource collector is doing the capturing, because there is no way to tell. So you have to leave all of your resource collectors bunched together in the middle of nowhere while capturing something because if you order the wrong one to move, the prisoner gets released. Let me know if you can see why that might be a problem.

Deselecting/selecting units is extremely janky. I regularly had to pause the game just to fight the game to select the units I actually wanted to select, which totally kills the pacing.

Perhaps for this reason, and pathfinding reasons, this game commits the ultimate cardinal sin of having a dedicated 1-A button. Ctrl + Capslock will auto select all military units, because they knew deep down people would eventually just resort to using a death ball. It's so sad to see them program this into the game itself. It's just such an obvious sign of "we give up".

You will find yourself using the "Guard" command often. Not for tactical reasons, but because it means you have to fight with the controls a lot less. Using the Guard command you can send fighters/etc to guard a friendly unit, moving to it directly and staying with it when it moves. Oddly, this command does not work like previous titles and let you guard other objects, which would have made it much more useful. However, another issue with this is that pathfinding seems bugged for guard units. You will usually use fighters/corvettes to guard slower vessels. However, despite fighters being "faster", they will lag behind further and further as friendly slower ships move, until your big heavy ship has somehow left its escorts miles behind trying to catch up despite being 3x faster than it.

Build queue's now have two build timers. One for the overall "order" and one for the next ship to complete. For some reason, the "overall" timer takes up 90% of the UI space, and there is a tiny bar at the bottom for individual ships. There is no obvious sign of which is which at a glance, so if you are in a hurry you will mistake how soon that next ship is coming. There was no reason to do this. It is a cool idea in theory but just confusing in practice. There's already a #x to tell you how many ships you have queued, so its redundant. If I ask for 15 fighters, I don't need a seperate loading bar to tell me how long that on its own will take.

Speaking of pacing, this is nothing like previous Homeworld titles. This is very much a quick reactions style game with very little strategy involved. However when you can pause the game at whim its just a case of pausing the game every time something happens to respond accordingly.

It's bland. It's boring. The story is laughably pathetic and totally inconsistent with the rest of the series. This has nothing to do with Homeworld. This might as well be called "Space Fight Story Game". It's barely worth mentioning. (The story in a Homeworld game is barely worth mentioning - that's when you know it's a problem).

The missions are boring. Uninspired. Nothing really unique. Half the missions are just rehashed from the original games. The whole game will take maybe 5 hours to complete on higher difficulties, much less on lower if you don't count the loading times/cutscenes.

The voice of "Intel" will constantly interrupt the game to remind you what you are supposed to be doing, every 60 seconds, over and over, until you do it. It reminds me a lot of Call of Duty where NPCs scream at you to do things. GO GET ON THAT MACHINE GUN POSITION. GET ON THE MACHINE GUN. SOAP GRAB THAT MG. GET ON THE MG SOAP. It is relentless. This is supposed to be a slow paced RTS game where you take time to make decisions, and there's now a guy yelling at you for not going fast enough when there's no reason to. If anybody is even playing this game a month from now, I hope someone releases a mod to shut this idiot up. It also has a popup that blocks the screen every time. Popups in a video game. Boy what a good idea. Who's idea was this? Fire him.

Also, why do we have to see the face of these characters? Don't you think there may have been a reason why none of the other games ever had cutscenes like this? A thematic reason perhaps? It's not a "fleet" if it has a face.

I muted the music a few minutes in because it's just a six second loop of the same uninspired rubbish.

So where did it all go wrong? The first and most glaring issue is very telling of the problem with their design philosophy. The Mothership is not "upright". It is horizontal. You have an option to make it vertical... but that's not what they had in mind. They were thinking extremely 2D, as evidenced by the fact they took the most iconic image of the Homeworld series and flattened it out, both figuratively and literally. The mothership being upright and vertical was a deliberate decision on the part of the devs. By being thin and tall it both was a way to stand out visually and emphasize its sheer size - after all if something is flat but wide, you don't get much of a sense of scale. But by making it taller you see how large it truly is. It also emphasized the 3d space, by employing the Z axis in its design.

Everything that went wrong with this game I would wager started with that decision. They wanted to be different. Unique. To challenge everything that came before. Such absurd hubris for one of the most beloved franchises in gaming from a team which I wouldn't trust to develop a cup of coffee. You guys are literally looking at Homeworld from the wrong perspective, and it shows.

Brace yourselves. The map has a ceiling. In space. There is a (surprisingly low) ceiling to the map. You just can't go any higher than the invisible wall. It takes about 30 seconds for the mothership to traverse from the very top of the 3d space to the bottom. This is the final nail in the coffin. You took Homeworld and put it in a shoebox. What tactical depth can there be if there's an invisible wall in space to stop people going higher? This is beyond pathetic.

But yeah apart from that it's pretty good.
Vyndicu 18 maja 2024 o 7:54 
Początkowo opublikowane przez RoReaver:
Might be something saved over for the 3 new factions promised (as they'd be fairly flavorless otherwise).

When they first came out, HW1/C/2 had more variety in the ship line for the campaign/storyline.

I wouldn't personally mind a superior *existing unit insert here* like a super acolyte from HWC that was unique to the campaign. But as far I can tell, the war game ship list is identical (minus war game upgrades) to the storyline ship list.


Początkowo opublikowane przez RoReaver:
Dead middle for me on 3, better than 2 and DoK.

That is your opinion. I have my opinion, and I will explain where I ranked all of Homeworld video games storyline-wise.

Homeworld 1 is number 1 for the "journey" of the Kharak people, going from having no home to a triumph.

Homeworld Cataclysm and 2 are tied for number 2 because they both build on top of Homeworld 1's universe/lore. They both do have some issues but stand out on their own.

The Desert of Kharak is a close contestant for number 3 because it expands on some of the lore left blank or incomplete from Homeworld 1. There needed to be more of a storyline to stand out from the other games.


Homeworld 3 is ranked number 5 because the story retcons the established lore from the other video games in several places.

Minor quantum waveform story from HW1/DoK/HW3 spoiler: Homeworld 1's background lore implies hyperspace waveform could tear through solid material. The Desert of Kharak further supports this by having a cinematic of dozens and dozens of non-hyperspace-core civilian ships boring through solid planet crust to be "forced-crashed" on Kharak. The primary anomaly, being a hypercore and mentioned in the linked video below, is a slight retcon since Kushan were not supposed to have one when Taidan forced-exiled them, and they managed to end up being exiled to Kharak while hiding it.

Timestamp to 37:39 if it doesn't work for some reason.

https://youtu.be/kJulumwU9rg?t=2259

Homeworld 3 had the player's carrier bore through solid ice in one of the latter missions and then acted 'surprised' when a hostile capital bore through rock in an earlier mission and did not even explain why they were surprised and moved on.


Homeworld 3 doesn't build out the universe much besides "current events."

When the player carrier jumps in the prior applicable homeworld games, there is no 'mystical realm' that links people together like in Homeworld 3. Many navigators/hypercore-ships exist throughout the Homeworld franchise: Taidian, Bentusi, Vagyr, and others. It has yet to come up once before now.

That is just from what I remember off the top of my head from playing Homeworld 3 some time ago.


Now, if the name and franchise Homeworld were removed and the campaign stood alone in a new franchise, the storyline might work, but not like this.


Początkowo opublikowane przez RoReaver:
Set ships to neutral or passive if you want extremely granular control. Incarnates start off aggressive.

I tried everything from aggressive, neutral, passive, in formation, out of formation, etc.

I ended up ordering the units individually with neutral. It works somewhat, but that can break down if I give orders to an entire group of units. Even then, I often found the units (especially fighters/bombers) chasing units beyond where I ordered them to be.

In one of the campaign missions, I wanted my whole fleet to guard a ship while moving forward. The fleet refused to move. The ship that I wanted to be guarded by my fleet surged so far forward that it ended up in a range of too many hostile ships and died. I couldn't finish the mission and stop playing Homeworld 3 because of this.


Is it too much to ask for a group order to work? As other traditional RTS games?
RoReaver (Zbanowany) 18 maja 2024 o 7:56 
Początkowo opublikowane przez Ashrock:
this game is actually pretty good if you're not going after the old school homeworld vibe. yeah it sucks they didn't put any real effort into the story. it sucks that fleets in war games are limited. yeah it also sucks that all future dlc will be for wargames. With that said the wargames when all said and done will hopefully be worth it.
Well two things here:
1). I am not 100% sure the factions will be only for Wargames
2). Even if they are only for Wargames, that'll still give a good leg up for modders to builld up their rosters and put them in as fully fledged MP factions

And a hopeful 3 here: If the devs didn't lock the rosters in terms of maximum units per category, modders can do a lot of work with HW3 overall. It isn't to complete the game, it's good for me for example, but to make it even better (HW2 is ass even Remastered to me, HW2 R Complex though.... me gusta)
RoReaver (Zbanowany) 18 maja 2024 o 8:07 
Also to tackle your points Vyndicu:

"When the player carrier jumps in the prior applicable homeworld games, there is no 'mystical realm' that links people together like in Homeworld 3. Many navigators/hypercore-ships exist throughout the Homeworld franchise: Taidian, Bentusi, Vagyr, and others. It has yet to come up once before now."
There's only 2 Trinities and Tiaa'ma who had something to enable her to ♥♥♥♥ up things that badly and Navigators don't exist by default as Unbounds are only mentioned in 5 instances:

1). Karan
2). Imogen
3). Bentusi
4). Taiidani Emperor (can't spell his name properly to save my life, sorry)
5). Makaan

And I hate to say it to you but Taiidani Emperor somehow attacked Karan mid jump in the interlude between the second to last and last missions so there is precedent there for something.

HW2/DoK Far Jumper is more than a slight recton btw :))

The crew in HW3 were likely surprised by it because the only known practical instances of it happening are the ones you mention in your spoilered bit and yes I ♥♥♥♥♥♥♥ hate DoK because of that part especially because there's dozens upon dozens of the bastards buried under the sands and Rachael and Co know and yet HW1 no special capital tech, unmentioned in the rest and this surprise is surprising only because it's supposed to be. If I were to guess though: An unstable far jumper can do ♥♥♥♥♥♥ up things and lower categories of cores, not trinities, cannot output enough power to do that with any reliability (IE: probability of jumping into solid matter = much higher).

Give me more points you think are plotholes please or send me a friend invite and we'll chat on steam about it as a lot of things have explanations even if it's reverse unplotholing a plothole (though there's often very obscure lore to reference).
Vyndicu 19 maja 2024 o 9:58 
I edit your post for the sake of brevity.

Początkowo opublikowane przez RoReaver:
Also to tackle your points Vyndicu:

There's only 2 Trinities and Tiaa'ma who had something to enable her to ♥♥♥♥ up things that badly and Navigators don't exist by default as Unbounds are only mentioned in 5 instances:

1). Karan
2). Imogen
3). Bentusi
4). Taiidani Emperor (can't spell his name properly to save my life, sorry)
5). Makaan

And I hate to say it to you but Taiidani Emperor somehow attacked Karan mid jump in the interlude between the second to last and last missions so there is precedent there for something.

The official canon is that at the start of Homeworld 2, Vagyr discovered the third long-range hypercore.

During the time of HW1/C, there were only ever two hypercores in existence: Kushan and Bentusi.


How could the Taiidani Emperor be 'unbound' if they only had a non-Progenitor hyperspace waveform generator?

I went back and rewatched the Taiidani Emperor's attack on Karan S'jet. It read more like a hyperspace-technology attack on Karan, which ended with a feedback loop that harmed to the point of unconsciousness, as a desperate last-ditch attempt to slow down the Kushan.

You can see a similar desperation pattern before the final HW 1 mission: an asteroid on a collision course right out of being pulled out of hyperspace, heavily defended inhibitors, etc.

The same applies to Markaan and his messages, which are more of a technology-based contact.


Put another way, in simpler terms, very little of HW1/C/2 canon could have been considered unambiguously mystical. The heavy leaning toward 'mystical-canon' in 3 is new to the Homeworld Franchise.


Początkowo opublikowane przez RoReaver:
HW2/DoK Far Jumper is more than a slight recton btw :))

I am aware.


Have you ever considered how the Kushan made the perilous journey from Taiidani space to Kharak in civilian ships without FTL travel across a vast, colossal distance?

That was one slight lore weakness on the HW 1 part.


The short-range FTL-jump-enabled civilian ships used in the Kharak Exile journey in the Desert of Kharak are among the more amenable retcons.

Think back on the HW1 canon; Kadeshi, Taiidani, Turanic Raiders, and others had FTL-capable ships but no progenitor hypercores.


Początkowo opublikowane przez RoReaver:
The crew in HW3 were likely surprised by it because the only known practical instances of it happening are the ones you mention in your spoilered bit and yes I ♥♥♥♥♥♥♥ hate DoK because of that part especially because there's dozens upon dozens of the bastards buried under the sands and Rachael and Co know and yet HW1 no special capital tech, unmentioned in the rest and this surprise is surprising only because it's supposed to be. If I were to guess though: An unstable far jumper can do ♥♥♥♥♥♥ up things and lower categories of cores, not trinities, cannot output enough power to do that with any reliability (IE: probability of jumping into solid matter = much higher).

It is challenging to follow your reasoning. I am going to make a counter-point.


Have you ever wondered about the sheer volume of short-range-jump hyperspace travel in the vast expanse of the Homeworld universe, both within the games and beyond?

In the Homeworld universe, a large volume of hyperspace travel happens between civilians, the military, trading, etc. The odds are high that they will eventually exit hyperspace and tear apart a solid material, often enough to make it common knowledge.

There is no way for hyperspace jumpers to have prior knowledge of a solid object before they exit the hyperspace mode, which makes this a likelier event, as hyperspace jumpers can not dodge it.


Początkowo opublikowane przez RoReaver:
Give me more points you think are plotholes please or send me a friend invite and we'll chat on steam about it as a lot of things have explanations even if it's reverse unplotholing a plothole (though there's often very obscure lore to reference).

Maybe another time.
RoReaver (Zbanowany) 19 maja 2024 o 11:58 
Początkowo opublikowane przez Vyndicu:

The official canon is that at the start of Homeworld 2, Vagyr discovered the third long-range hypercore.

During the time of HW1/C, there were only ever two hypercores in existence: Kushan and Bentusi.


How could the Taiidani Emperor be 'unbound' if they only had a non-Progenitor hyperspace waveform generator?

I went back and rewatched the Taiidani Emperor's attack on Karan S'jet. It read more like a hyperspace-technology attack on Karan, which ended with a feedback loop that harmed to the point of unconsciousness, as a desperate last-ditch attempt to slow down the Kushan.

You can see a similar desperation pattern before the final HW 1 mission: an asteroid on a collision course right out of being pulled out of hyperspace, heavily defended inhibitors, etc.
Tia'maa has no cores either, it's explicitly stated as well (she'd be impossible to beat if she got Karan's Cores) so hypercores aren't required to be unbound, especially considering the Bentusi considered their entire race unbound not just the Bentus crew/navigator.
And how that attack happened with the statements beforehand suggests there's some capability for sufficiently powerful, or knowledgeable (?), individuals to do ♥♥♥♥ to each other mid hyperspace .

Początkowo opublikowane przez Vyndicu:
The same applies to Markaan and his messages, which are more of a technology-based contact.
Exactly.

Początkowo opublikowane przez Vyndicu:
Put another way, in simpler terms, very little of HW1/C/2 canon could have been considered unambiguously mystical. The heavy leaning toward 'mystical-canon' in 3 is new to the Homeworld Franchise.
That's actually woefully incorrect. HW1 had a fair bit of mysticism but in the vein of "the legends have to be based on something", HW2 even had a prophecy that turned out to have roots and HW3 is somewhat back from HW2's level of "bruh, the Bible is talking about aliens and ♥♥♥♥" and more dealing with concepts explored vaguely in HW1.
And if you argue "HW1 doesn't have mysticism" the bloody Ghost Ship is a mind controlling powerhouse of unfathomable, somewhat lovecraftian, age and it's one of the most memorable missions in HW1. All you learn from it is how to do grav well generators which, imho, sounds like it was a stand in for a Greek mythological entity (Scylla and Charybdis)

Początkowo opublikowane przez Vyndicu:
Have you ever considered how the Kushan made the perilous journey from Taiidani space to Kharak in civilian ships without FTL travel across a vast, colossal distance?

That was one slight lore weakness on the HW 1 part.
They were barred from using hyperspace themselves and receiving help but I dare say that if they came across slipgates/standing hyperspace gates (both of which were things in HW1 and HW:C) then it would be following the sentence and I am doubtful the Taiidani would be so callous as to remove those as well as then they'd be genociding them by proxy.

Początkowo opublikowane przez Vyndicu:
The short-range FTL-jump-enabled civilian ships used in the Kharak Exile journey in the Desert of Kharak are among the more amenable retcons.

Think back on the HW1 canon; Kadeshi, Taiidani, Turanic Raiders, and others had FTL-capable ships but no progenitor hypercores.
Because they copied cores like the Kushan did from the Khar-Toba. Don't talk about DoK having any good retcons, the moment you read the manuals and then play DoK you'd be hard pressed to not go "they ♥♥♥♥♥♥♥ origamied HW1's manual to get this and destroyed to Kushan, particularly the S'Jet, as an intelligent specieis if they could have that much tech on Kharak and not have a hyperadvanced fleet including a heavily beefed up Khar-Selim on mission one...".


Początkowo opublikowane przez Vyndicu:
Have you ever wondered about the sheer volume of short-range-jump hyperspace travel in the vast expanse of the Homeworld universe, both within the games and beyond?

In the Homeworld universe, a large volume of hyperspace travel happens between civilians, the military, trading, etc. The odds are high that they will eventually exit hyperspace and tear apart a solid material, often enough to make it common knowledge.

There is no way for hyperspace jumpers to have prior knowledge of a solid object before they exit the hyperspace mode, which makes this a likelier event, as hyperspace jumpers can not dodge it.
"The outer rim TRADE ROUTES were established in the first time by our ancestors"
It's getting very obvious you're not familiar with the lore or the gameplay reflection of it and you're starting to make things up to fill in the gaps (hyperspace inhibitors being grav wells, even a minor grav well ripping out of transit a hyperspacing ship is a clear reflection of the lore, the term navigator, or unbound, is likely reflecting someone whom can navigate that quagmire of gravitational fields to land a fleet from A to close enough to B to not be dead travelling there by STL, it's a common science-fiction trop even present in hard science fiction like The Expanse but also in such universes as Warhammer 40k, jumping into planetary orbit as seen as more than a little suicidal, and Star Wars, again, suicidal, I am not counting the sequels for obvious reasons).
Ostatnio edytowany przez: RoReaver; 19 maja 2024 o 11:59
i refunded it not to mention i left a harsh review for em
Ostatnio edytowany przez: LeviathansWrath; 19 maja 2024 o 16:45
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