Wednesday 10 September 2014

Thoughts on a Homeworld Remake

The Homeworld series is quite simply my favourite game series of all time. While all three games (Homeworld, Homeworld: Cataclysm and Homeworld2) had their flaws, they still had stella plots and were well ahead of their time in terms of gameplay and graphics. Homeworld after all was the first fully-3D RTS game ever made, meaning its place has already been cemented as one of the most landmark games of all time.


After years in limbo following the release of Homeworld2 in 2003, Gearbox software finally purchased the rights to Homeworld last year, and remakes of Homeworld and Homeworld2 are apparently in the works. Another game - Homeworld: Shipbreakers, is also in development by Blackbird Interactive.

These games are apparently due to be released by the end of the year, and while I understand the odds that I can in any way affect the development of these remakes is slim, a man can still dream can't he? And surely the future will bring yet more mods and remakes as well?

There are the usual changes we want to see in any remake - graphics improvements, bug fixes and so on. I also wonder why Gearbox doesn't seem to be making any mention of Homeworld: Cataclysm. Do they not have the rights to it or something? If anything it was a game that made more sense than Homeworld2, and introduced some notable improvements on the Homeworld game engine while also introducing some pretty cool new weapons systems (Swarmer drones? Ramming frigates? Repulsor fields anyone?)

I'd also like to see the physics system of the game revamped, hopefully to make it a touch more realistic. Ships could have slower accelerations and yet higher speeds, making it feel more like a true space-based RTS and not just a naval combat game set in space. Weapons ranges could also be increased. Perhaps a barrage of nuclear missiles will follow your ships halfway across the map? (Though to prevent this becoming a game-breaker, maybe you could then upgrade your ships with laser point-defenses to intercept such missiles?)

The single biggest change I'd like to see however, and which I think would be welcomed by fans everywhere, is to expand the mission layout in the single player campaign of Homeworld.

The original game had only one storyline which the player had to stick to. More recent games like Mass Effect however, give the player the option of making decisions which can affect the outcome of the game not just on a tactical, but on a strategic level as well.

I feel homeworld could be improved in a number of ways by this. Firstly, it would give an added sense of realism to the exile's epic journey home, with multiple ways to achieve this goal. Secondly, it would be a great compromise between pleasing new players and old ones - not only will the former be experiencing the game for the first time, but the latter will be experiencing new content as well.

The original Homeworld had 16 missions. Any new layout would, of course, have to include all of these. It should also be arranged that things tend to work out best if the player follows the original route - i.e. the alternate missions should generally be much harder.

An expanded mission layout could thus look something like this -


The original sixteen missions are the more-or-less straight path on the left, while the new alternatives branch out on the right. Included here are nine extra missions, many based on locations not seen in actual Homeworld levels, but mentioned in supporting material.

The first deviation from the original route already is somewhat cannon. The mission 'Deep Space - Turanic Raider Planetoid' was meant to be in the original game, but became an outtake as it was deemed too hard and somewhat tangent to the game's plot. It fits between missions 4 and 5, when after defeating the first Turanic Raider Carrier Rancor, fleet intelligence decides to attack a remote Turanic Raider outpost on the way to destroying the Taiidan fleet which destroyed Kharak. The mission was later released in a demo - 'Raider Retreat' and can be seen in its entirely here - https://www.youtube.com/watch?v=odtsYaiY5xI

Basically, after informing you of the options, fleet intelligence would ask which path you wish to take. This would add a whole new layer of depth to the game.

Decisions like this would come at several throughout the campaign. In the mission-tree I've outlined above, the biggest choice occurs at the end of mission 5. You could indeed go through the 'Diamond Shoals' asteroid field and then the Great Nebula as in the original game, or you could decide to take a route more worn, but also more vulnerable to the Taiidan.

In the missions I've named above, if you follow this path, you've first got 'Solaris Sector' and then 'Taiidan Outpost'. The first mission could simply be a deep space asteroid belt where you try and hide to prepare your fleet, but after a while (maybe 10 minutes or so in-game) a large Taiidan fleet turns up and attacks you.

After defeating this fleet, Fleet Intelligence then decides that, because the Taiidan appear to have sent most of their forces in this sector out hunting for you, the best course of action is to attack one of the outposts themselves. By outpost, I mean out of the ominous looking ones you see in the cutscene between levels 5 and 6 - https://www.youtube.com/watch?v=-6_poWWr2Ok


Now wouldn't that be cool to attack in-game? Get on it Gearbox!

Anyway, after you destroy that outpost, lets say that a vessel present nearby (presumably some trade occurs at the outpost) happens to be from a race that opposes the Taiidan. We could make up any name for this race, though to aid us, a (speculative) map of the Homeworld galaxy can be found here - http://fc06.deviantart.net/fs30/f/2008/052/4/c/Map_of_the_Homeworld_Universe_by_Norsehound.png

A race quite close to that part of the galaxy is labelled the 'Nubians' - fine, we'll use that. Lets say the captain of this ship recognises you to be the Hiigaran exiles, and offers to aid you in your quest against the Taiidan.

You can choose to accept this offer or not. If you do, you go to the 'Nalthor Station' mission. If not, you go to 'Caesera System'.

Nalthor Station is a location not seen in any homeworld game so far, but it can be found in some Homeworld2 concept art -


At Nalthor Station however, disaster strikes. It turns out the Nubians do not actually want to help you, but instead want to hand you over to the Taiidan. A massive Taiidan fleet hyperspaces in just as the Nubians raise a huge Hyperspace Inhibitor field around you (Cathedral of Kadesh anyone?)

You would then have to disable the hyperspace inhibitors (probably taking the form of several modules spread throughout the massive station) before the bulk of the Taiidan fleet can arrive.

Sounds pretty exciting yes?

The rest of the game would follow a similar pattern. In the levels I've outlined above (and there could easily be many more, perhaps dozens in total) 'Caesera System' contains a deep space Taiidan mining base you can destroy, a lot like the 'Super Nova Research Station' in the original campaign. In this case however, a bunch of Taiidan ships show up just as you destroy the station and announce that they are in fact rebels and offer to take you to their rallying point. Once more, you can accept or reject this offer.

If you accept, then shortly afterwards the combined Rebel-Exile fleet hyperspaces to 'Vorshan's Rift'. Keen players of the original games may remember this as the site of the battle where the assembled Rebels were almost wiped by the Imperial fleet, and from which Captain Elson fled before he found you (this is explained in the Homeworld: Cataclysm manual, it also has an article on the Homeworld wiki - http://homeworld.wikia.com/wiki/Battle_of_Vorshan's_Rift).

There, you could either try and turn the tide of the battle, or retreat into hyperspace if the situation becomes too dire. If you win you could then proceed straight to the Bridge of Sighs and Hiigara, or else other routes and possibilities might be calling.

In doing all this, new content is thus created to be explored by new and old players alike, the game is further updated to rival modern series like Mass Effect and Halo and at the same time the original Homeworld storyline is kept intact.

While ambitious, I feel Homeworld could greatly benefit from such an overhaul. Gearbox, or any potential modders out there, please take note.

Tuesday 9 September 2014

Spaceship Names - the Federation, the Empire and the Culture

In the wonderful world of space opera, an enduring question grips many an author.

What exactly do you name things in your universe?

We might go over characters, planets and civilizations another day, but for the moment lets focus on the coolest things of all to give names - spaceships!

'Eagle 5' - Spaceballs
Here we can divide our names into three broad categories - what you may could call the 'good', the 'bad' and the 'funny' or as I have called it above - the 'Federation', the 'Empire', and the 'Culture'.

The first two groups should be pretty self-explanatory. Spaceship naming conventions tend to follow the historical precedent of seagoing warship names. 'Good' names tend so sound righteous and courageous. We're talking names like 'Liberty', 'Freedom', 'Intrepid' and 'Constitution'. A lot of ships may also be named after people or places, like the WW1-era 'Queen Elizabeth' Battleships of the British navy or the current generation of 'Nimitz' class aircraft carriers in the US Navy.

The 'bad' or 'empire' category are names more intended to instill fear in an opponent. Here we have names like 'Conqueror', 'Dreadnought', 'Thunderer' and 'Revenge'.

In fiction, there are plenty of examples of different factions - depending of their benevolence, following either naming convention. Think of the 'Enterprise' from Star Trek, the 'Discovery' from 2001, or the titular 'Galactica' from Battlestar Galacica.

The opposing factions at the Battle of Endor are a telling example. The Rebel cruisers have names (most not named in the actual movie, but its all there in the manual) like 'Defiance', 'Independence' and 'Liberty' while the Imperial Star Destroyers have names including 'Executor', 'Devastator', 'Tyrant' and 'Dominator'. I recall another example from the Homeworld series of games. In a battle in Homeworld: Cataclysm between the Republican Taiidani and Imperial forces, the Republican Carrier is named 'Victory' and the head Imperial Cruiser ' Vengeance'.

These naming conventions are cool, but there's another category that has been gaining popularity lately. These are names not so much intended to inspire either courage or fear, but which are meant to rise above either, and if anything inspire humor. A lot of them are satirical in nature, drawing inspiration from famous quotes and common catchphrases. I've called it here 'Culture' names, after the titular civilization from Iain M. Bank's Culture novels.

To give a bit of background - Culture ships are generally incredibly advanced ships run by godlike-AIs, and against which their human crews are little more than passengers. They pretty much run the galaxy and maintain peace between its many different civilizations. Consequently, they have a tendency to name themselves pretty much whatever the hell they want. Wikipedia has what appears to be a complete list - http://en.wikipedia.org/wiki/List_of_spacecraft_in_the_Culture_series

Some of my favourite names include -

Irregular Apocalypse
Screw Loose
Limiting Factor
Just Read The Instructions
Gunboat Diplomat
What Are The Civilian Applications?
Attitude Adjuster
God Told Me To Do It
Well I Was In The Neighborhood
All Through With This Niceness and Negotiation Stuff
All The Same, I Saw It First
Lapsed Pacifist
Frank Exchange Of Views
Reformed Nice Guy
Killing Time
Falling Outside The Normal Moral Constraints

There's also a number of running gags in the series. One ship was called the - 'But Who's Counting?' Several books later we're then introduced to another ship called the - 'Me, I'm Counting'. Another is that, because they so often have such crazy names, critics in the Culture universe have supposedly complained that Culture ships do not have sufficient 'gravitas' in their designations. This has spawned a whole series of tongue-in-cheek names including -

Dwindling Gravitas
Zero Gravitas
Very Little Gravitas Indeed
Gravitas, What Gravitas?
Gravitas Free Zone
Experiencing A Significant Gravitas Shortfall
Stood Far Back When the Gravitas Was Handed Out
Absolutely No You-Know-What

Looking back on these three categories, and if you are looking for cool names for the spaceships in your novel/other work of sci-fi, feel free to peruse the list below. I've been thinking up ship names for quite a while now. They're a combination of names I've seen elsewhere and some of my own invention (particularly in the last category). Naturally there may be some overlap between categories as the borders are not exactly well-defined. Note also that names naturally go in and out of fashion. I've noticed that names like 'Aurora' and 'Phoenix' have been overused to the point hat they're practically cliches these days, so pick wisely.

'Federation' Names:

Discovery
Enterprise
Endeavor
Fearless
Liberty
Glorious
Indomitable
Indefatigable
Voyager
Alacrity
Challenger
Protector
Serenity
Repulse
Sentinel
Dauntless
Resolution
Hercules
Defiant
Surprise
Oracle
Destiny
Orion
Phoenix
Victory
Hyperion
Eagle
Ark Royal
Formidable
Centurion
Majestic
Illustrious
Venerable
Daring
Swiftsure
Pegasus
Genesis
Vanguard
Audacious
Valiant
Aurora
Diadem
Loyal Servant
Argonaut

'Empire' Names:

Executor
Vengeance
Conqueror
Thunderer
Devastator
Irresistible
Excalibur
Goliath
Colossus
Behemoth
Heat Death
Event Horizon
Litany of Fury
Nuclear Winter
Hellbound
Moral Chimera
Charybdis
Leviathan
Avenger
Notorious
Vehement
Invincible
Warspite
Inferno
Lucifer
Punisher
Reaper
Hurricane
Eminence
Tempest
Iron Maiden
Basilisk
Minotaur
Iron Curtain
Eternal Terror
Grievous Ordeal
Terrible Resolve
Furious Purpose
Vampire
Cataclysm
Carnivore
Hydra
Immortal
Nemesis
Hunter
Relentless

'Culture' Names:

Refuge in Audacity
Sufficiently Advanced
Under No Illusions
Perpetual Motion
Divine Intervention
Collateral Damage
Process of Elimination
Always A Bigger Fish
Daybreaker
Big Stick
Extinction Event
Ignorance Is Bliss
Only Light Is Faster
Laws of Physics
Terminal Velocity
Tenth Circle
Nothing Lasts Forever
Don't Care Who Started It
Square Peg
Satan's Little Helper
In Case Of Emergency
Playing With Fire
No Fluctuations Here
Karmic Trickster
Known Unknowns
Undue Onus
What Goes Up
Butterfly Effect
Lateral Thinking
Potentially Problematic
Without Loss of Enthusiasm
Lamentable Catalogue
Merciful Disposition
No Third Law
Two Days From Retirement
That Can Be Arranged
No Reverse Gear
Cunning Plan
Playing With Fire
Baryonic Lord
Atom Smasher
Same As The Old Boss
Residual Fear Of Hell
Highest Bidder
Challenge Accepted
Finders Keepers
Arsenal Of Damocles
Orient Map To Cosmos
Newton In The Driver's Seat
Successful Failure
No Further Appeals
Active Correction
Handling the Truth Just Fine Thank You
Point Away From Face
Unforgiving Minute
Second Best Policy
Cosmological Constant
No Plans For Tomorrow
Delaying The Inevitable
No Such Thing As Ghosts
Devil's Advocate
Uncanny Valley
Peace Agnostic