First off, great work, thank you for reviving Homeworld for SS! -snip-
Thanks darling! Might take yet another hand to the scout, as for the scales in general, there ain't a winning option.
Do use the HW2 scale as a starting point e.g. Interceptor's 17.3m to the Bomber's 23m. Given the I occupying 46h pixels, B should be ~61, made an even 60 to dodge interpolating.
Promptly goes halfway into the rubbish bin since these fighters're already breaking Starsector's sprite limits in some ways, game becomes how small they can be made while still evoking the original ship and staying approximately in scale.
To the carrier, doesn't take a chart to see they'd barely get their momma size bum out the hangar bay.
S' a few things let me suspend my disbelief. Based on the Starsector bay exit animation, fighters're probably a good deal smaller than their sprite'd suggest, occupying a layer closer to the screen.
Or NLips is ticked on. In both games, something'll go bampy with the scale for the benefit of whoever's laying peepers on it, so'll do the same.
Gonna get more egregious from here since'm compressing "super capital ships" within Starsector's class sizes.
Things'd get out of hand immediately if I just looked at their actual size: "Well the Carrier's 45 times the Interceptor, 2000h pixels it is."
![](https://i.imgur.com/ii7avWe.png)
These are really lovely; I'm especially enjoying your Vaygr bomber. It's really nice to see someone doing a Homeworld mod from scratch instead of reviving Gotcha!'s.
(I should really work on my Homeworld-ish mod some more...)
Ah stoked to hear that from ya vectorian brother, thank you! Thought that carrier was a Keeper at first because of the bloody twitter compression, looks terrific though, I'll take 20.
Some other thoughts about how HW ships would balance in SS.
I would instead make them extreme versions of low-tech Starsector ships; poor shield efficiency, slow, with ponderous ballistic weapons and lots of PD. High per-shot kinetic and long bursts of fragmentation damage with slow refire rates and shot speeds would make the guns work within Starsector's balance environment, with HE ion/pulsar beams to ruin hull armor.
Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.
May be only against EMP damage but'm drawing a blank on any concrete info.
addShield(NewShipType, "EMP", 10000, 20)
Planning some kinda armour repair system for the Shipyard, preferably where the ships came in to dock. Could extend that to the resource collectors and carrier subsystems as a shield replacement mechanic, with some CoH2 style internal crew-repair that disables the ship as a last alternative. But heck even as'm writing this it feels taken too far and doesn't really introduce a new engagement mechanic, just an infuriating back off n' heal one. Particularly if hyperspace systems get introduced, can just hop away from any danger and come back fresh as a brass flannigan.
Vaygr'd be more likely to get the low-tech treatment, but in terms of weapon mount real-estate theirs is the smallest, those'll be a case-by-case design revolving around their built in weapons (trinity cannon, fusion missiles, etc) to bring 'em up to class, rather than some unifying faction mantra.