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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.
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.
Might be something saved over for the 3 new factions promised (as they'd be fairly flavorless otherwise).
Dead middle for me on 3, better than 2 and DoK.
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.
Set ships to neutral or passive if you want extremely granular control. Incarnates start off aggressive.
Is everyone going to get these factions for free?
But yeah apart from that it's pretty good.
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.
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.
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?
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)
"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).
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.
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.
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.
Maybe another time.
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 .
Exactly.
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)
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.
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...".
"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).