In another thread:
Very true, though I've found one exception so far and that is the Point Defence Systems modification for Homeworld 2. Mobbing your opponent can work, but only if they sit there blind and dumb, and even then if they're prepared for a fighter attack then they're marmalise the incoming. Scouting, combat groups and carefully considered force composition are the true kings in this mod.
I've not yet played it against or with another human, but I've had a fair few games against the AI. The thing I've found is that if I go for a standard "build as much as possible then attack" strategy, as with other RTS games, I rapidly get out of control and can't tell who is doing what or where. However, if I stick to understandable, focused groups comprising forces that do what I want/need then I can rule -- fast attack carriers deploying four bomber wings escorted by maneuverable frigates and anti-missile corvettes... neat stuff.
Anyone else played/playing this mod?
Docbot said:still, it's a lot about speed, as in all resource based games...
Very true, though I've found one exception so far and that is the Point Defence Systems modification for Homeworld 2. Mobbing your opponent can work, but only if they sit there blind and dumb, and even then if they're prepared for a fighter attack then they're marmalise the incoming. Scouting, combat groups and carefully considered force composition are the true kings in this mod.
I've not yet played it against or with another human, but I've had a fair few games against the AI. The thing I've found is that if I go for a standard "build as much as possible then attack" strategy, as with other RTS games, I rapidly get out of control and can't tell who is doing what or where. However, if I stick to understandable, focused groups comprising forces that do what I want/need then I can rule -- fast attack carriers deploying four bomber wings escorted by maneuverable frigates and anti-missile corvettes... neat stuff.
Anyone else played/playing this mod?