Hello!
Tactical maps, lets say 200km radius from the player in normal space, in Homeworld style
can add so much to the game.
1. Would be possible to make actual level/dungeon that, why 200 km. radius. All that space can become our playground, why make missions with multiple USS when you can do it in one large instance?
In tactical map player should see all large structures, natural and artificial, natural phenomena, all friendly units. All enemy/neutral units outside of scanning range should be hidden, just like in RTS games.
2. Natural phenomena that could act as different "terrain" for example: "dark cloud" is area of space where scanner and visibility very limited, 1.5 km. for example. Perfect place to hide something, and to make thing cooler, lets add for scanner ability to "ping" which, for expense of large amount of energy (half of capacitor, so you can`t spawn it) give you vectors for objects in this cloud. Vectors should be visible in yours scanner for 30-45 sec, but it is a catch, all other ships in that cloud will get your vector for free. It will give us a very cool combat mechanics, just like in WWII submarines
3. Artificial obstacle like minefields, or other kind like deployable "high density cloud" 5-10 km. in diameter as a trap. In that cloud you can safely navigate when you speed under threshold, 200m/s for example, but when you accelerate beyond that, you begin to take damage in geometrical progression (boosting to 500m/s is certain death).
4. Obviously, multiple waypoints (included that player can make by yourself, they should be visible to wingmates in HUD) with different objective scan/patrol/intercept/etc. etc. I am sure that FD mission team would love to get that possibilities to design missions.
Tactical maps, lets say 200km radius from the player in normal space, in Homeworld style

can add so much to the game.
1. Would be possible to make actual level/dungeon that, why 200 km. radius. All that space can become our playground, why make missions with multiple USS when you can do it in one large instance?
In tactical map player should see all large structures, natural and artificial, natural phenomena, all friendly units. All enemy/neutral units outside of scanning range should be hidden, just like in RTS games.
2. Natural phenomena that could act as different "terrain" for example: "dark cloud" is area of space where scanner and visibility very limited, 1.5 km. for example. Perfect place to hide something, and to make thing cooler, lets add for scanner ability to "ping" which, for expense of large amount of energy (half of capacitor, so you can`t spawn it) give you vectors for objects in this cloud. Vectors should be visible in yours scanner for 30-45 sec, but it is a catch, all other ships in that cloud will get your vector for free. It will give us a very cool combat mechanics, just like in WWII submarines
3. Artificial obstacle like minefields, or other kind like deployable "high density cloud" 5-10 km. in diameter as a trap. In that cloud you can safely navigate when you speed under threshold, 200m/s for example, but when you accelerate beyond that, you begin to take damage in geometrical progression (boosting to 500m/s is certain death).
4. Obviously, multiple waypoints (included that player can make by yourself, they should be visible to wingmates in HUD) with different objective scan/patrol/intercept/etc. etc. I am sure that FD mission team would love to get that possibilities to design missions.
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