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About

   Homeworld 2: Fleet Wars, is a "total war" modification for Homeworld 2.  Two teams vie for supremacy in a dynamic conflict.  Depending on  a teams success, the front lines will be shifted, morale affected, and the general war situation will change.  Strategy will be needed to defeat your opponent on the battlefield, and on the larger scale.  The team who won the last battle will generally get to choose their next plan of action.  It's not just on simple battle after another.  Refineries can be attacked, as well as colonies.  Each will have thier effect on the war, depending on the result of that battle.  The fleet the team brings in the battle is all that will be available to fight, as building and research are disabled.  Teams must use their units wisely.  A specific list of replacements is able to be requested before the battle, but they won't arrive until after the battle, so teams must plan ahead and anticipate losses.

   Homeworld 2: Fleet Wars is also team based.  The original concept had three team members per team; however limitations to the game require a moderator to monitor the game to determine special victory conditions.  Since maps can not have more than 6 players, the team size has been cut to 2.  The members will consist of a Fleet Commander, and a Wing Commander.  The Fleet Commander will issue orders to the Wing Commander, who will be in charge of Strike Craft, and a detachment of Frigates given by the Fleet Commander.  The Fleet Commander will be in charge of Capital Ships and his own force of Frigates.

 

Here is a list of the types of Battles that will be available:

-Normal

-Colony Attack (can damage enemy morale, and possibly your own if you're too brutal)

-Refinery Attack (hinders supply point production, and thus fleet production)

-Liberation (can increase own morale)

-System Junction (win this to push through to the next system)

-Homeworld Assault (win this, and win the war)

 

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