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报告翻译问题
2 - All building is managed on your 'flagship/mothership' and it's more of managing what resources you have and what you spend them on. Resources are gathered by harvesters from multiple sources on the map and brought back to your carrier/flagship/resource collector. There will be options to add other sources of resources like 'Challenged'(Where you complete tasks to get injections), get resource injections over time, relics on map to control and get resources from, and bounties( Killing units getting you resources.)
Hope that clears up the first question.
As for question #2, DA_Corporation above answers pretty accurately.
Yeah, sorry about that D:.. Probably should have pointed out Map Size would play a part in time. The amount of players would also have some degree of influence.
Varies wildly on all kinds of settings:
- Bigger starting fleet size usually speeds things up.
- Bigger maps usually make for longer games.
- Extra Resource injection mechanics can go either way:
If someone can deliver a big knockout blow ASAP due to the extra RU's, it can be over as fast as 15 to 20 minutes.
If the receiving player recovers however (easier to do with extra RU's), it can drag on for hours.
- Number of players can go either way:
Either all players get into a big scrap early and one side gets a pasting beyond recovery and it'll be over in under 20 to 30 mins.
Or all players build up first and play defensively and things can drag on an hour or more.
#1 rule:
Nothing is static, everything is mobile. (Even the Motherships)
Scattered on the map, there are various sources of resources, primaraly asteriod-fields which can be harvested by resource-collectors.
You usually get a few collectors for free with your starting fleet, all the rest you need to build yourself.
How many you can get is upto you, but with huge fleetsizes, you can get a rediculous amount of them.
Do note that most fields have a maximum amount of gatherers who can work the same asteriod efficiently, any more and you get gatherers waiting for eachother and thus diminishing returns.
Judge by the size of the field the amount of gatherers you need.
Also, more gatherers need more dropoff points to remain efficient.
Your collectors can drop off their RU's at:
- Mobile Refineries.
- Carriers.
- The Mothership.
- The Shipyard (HW2)
Whatever is closest works. Take into account protecting your gathering operation, distance to your main fleet and cost-efficiency when deciding what to use to support your gatherers.
Usually you want your fleet to travel with your main resource-gathering operation to offer them the best protection.
However, you also want to have multiple independant operations spread out some, as to not get starved for RU's if one of your operations gets ambushed and taken out.
As we are in space and everything is so mobile, there is no such thing as "digging in" and 100% protection for your gatherers.
While there are static defence platforms you can deploy, they are usually not cost-effective and never able to cover all of your vulnerable angles of attack.
I remember usually ending up leaving them behind with barely a shot fired once the resource field got depleted and I moved on.
Anyway, this is getting deeper into regular gameplay, but the traditional RTS tropes apply here: Gather; build; expand.
I used to go with 6-8 gatherers to 2 mobile refineries for smaller RU operations, supported by a carrier (+strikecraft!) if needed.
When you start playing online I highly recommend taking a look at the Complexity mod (which will apparently be renamed Rebirth after Remastered release). It is an epic mod that expands HW in alot of ways, and increases the strategic depth substationally.
See you in space! :)
The seconed thing is the combat in Sins is real time 4X. Where as HW is more along the lines of Dawn of War (the same company did make them).
While most 4x elements are there, I always felt Sins to be way to simplified to be a fully feautured 4x game: Mechanicly is basicly plays like any RTS: You just conquer starsystems instead of resources nodes.
And even then they are basicly the same thing as they fill the same function.
Looking at it from that perspective, one could make a comparison between both games.
Homeworld also only has one resource unit, it's not like Starcraft where you have minerals, vespien, energy, and half a dozen other resources. Though unlike Starcraft, unit caps are unit caps and that's all there is to it.
Four times "X":
- eXplore
- eXploit
- eXpand
- eXterminate
Usually refers to turn-based Grand Strategy games on a world/universal epic scale.
Comes in all shapes and sizes, from space opera's to world domination.
Ah, tyvm.