The: Why doesn't SoaSE play more like Homeworld F.A.Q

Because... its not Homeworld, won't be Homeworld and isn't even trying to be Homeworld.

I can understand the confusion, you go look at 1 screen shot which invariably shows ships up close and you think, Homeworld 3 huzzah! If you go into this game thinking you will find Homeworld 3 you may find yourself disappointed.

Q. My ships should be bigger compared to each other like Homeworld, why aren’t they?

A. This games size and scale are much, much, much larger than Homeworld. Each level of Homeworld was a single combat area focusing on ship building and battle tactics. Combat had a large focus on fighters and small ships which when put next to the capital ships made them look huge. SoaSE ships are typically bigger than the fighters found in HW and thusly all closer to the same size. Zoom in on a fighter as it flys around, you will find that the other ships are massive in comparison. This game takes place in an area many, many times larger than HW you will spend a lot of time zoomed out and your fleets will appear tiny.


Q. My ships don’t zoom around and fight like they did in Homeworld, what gives?

A. Homeworld had more fighter combat than this game seems to, remember how the Frigates in Homeworld stood still? Well that is what you’re fighting with here, frigates and capital ships, they stand still. If you zoom in far enough you will see the fighters (built at your cap ships) zipping around carrying out all manner of aerial stuntery (oh yes, I said stuntery).


Q. Where’s the Mothership?

A. In Homeworld 1 and Homeworld 2


Q. My ships can’t move on the Z axis (up and down) like they could in Homeworld WTH?

A. Yes they can, use the tilde (~) key just like you used the Shift key when moving.


Q. This game is slow, it should have more action like Homeworld did!

A. You are correct, it is slow and that’s the way that we want it. In fact I would like it even slower. This game is a mixture of RTS (I.E. Homeworld 1 &2) and 4X (I.E. Galactic Civilizations 2 & Civilization 4) game types (a.k.a. RT4X). 4X games are typically deep and lengthy requiring forethought and strategy and allowing multiple paths to victory (like a giant game of chess) they are also turn based. RTS games focus on quick skirmishes which require some quick planning and plenty of reactive tactics. I love both genres; if you would like to see some of the 4X elements of SoaSE in all their glory, check out Galactic Civilizations 2.

Q. Why aren’t the graphics making my eye’s bleed?

A. With 4X games the focus is on game play over graphics. If you’re expecting this to be the Crysis of RT4X games than you will be disappointed. In my opinion however the graphics are gorgeous for a game of this magnitude with so many units. Its not DX10 and its meant to run on a variety of machines.

Q. Why do you hate Homeworld?

A. I love Homeworld and if this game was HW3 I would be very excited. But its not and it’s a great game in its own right. This is the first game in this genre; it will be different than every RTS / 4X game you have ever played.
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Haha, that was an entertaining post. I personally love Homeworld and Galactic Civ II...although I never played the first GC

Still, even though I get that this isn't Homeworld 3, I would like to see a few changes. If these desired changes incidentally seem to be Homeworldish, then so be it.

-Gravity Wells need to be much larger..at least 4 times larger bare minimum (10X would be a Homeworlder's dream). Ships need to be able to maneuver. Of course, keep the present ship speeds if you increase the gravity wells by that much.

-Ships/fighters should be scaled a little bit more realistically. So yes, Frigates should be even bigger than present Fighters, and Capital Ships should be even bigger when compared to Frigates.

-Some type of fog of war option (with ship sensors) for tactical combat should be implemented. A lot of us love cat and mouse tactical battles complete with flanking and ambushes.

-There should be more ship size classes than Fighter/Frigate/Capital Ship.

-Nebula and dust clouds would be great in tactical maps if they messed with sensor ranges.

-Something needs to be done to prevent a Phase Lane Fortification play style being the most powerful strategy. Multiplayer sucks on Space Empires V because the game reaches a point where nobody can assault fortified enemy warp points anymore and the game becomes a stalemate. I hope this doesn't happen with SoaSE.

*Hey, maybe by reimplementing planetary orbits like the developers initially wanted to do, trench warfare can be avoided. As planets orbit, the Phase Lanes shift around making new routes. So what was once a fortified planet in a key junction suddenly becomes a backyard base, far from the front lines.

Anyway, I suppose I should be putting these suggestions in the gameplay feedback forum.