家园3
评价数不足
War Games Primer (WIP)
由 A Glowing Thing 和其他 3 人合作完成
A primer for those heading into War Games... (work in progress)
   
奖励
收藏
已收藏
取消收藏
Preamble
This is a work in progress guide. If any experienced players want to add or change something let me know in the comments if you want to contribute or just state your piece.

The language used in the guide allow for changes in future game updates. Examples being the way specific maps correlate to specific rounds and objectives.

War Games Primer
Intro

What is War Games? War Games is a rogue-like 3 round mode.

What is the goal? To have at least one carrier survive each round.

How does a match begin? In each match you start with just your carrier, RU collector(s), and a few ships.

How do you progress through the rounds? After a few minutes of arriving in the map an objective will be posted. These can be capture, salvage, escort, and destroy type objectives. At the same time as the objectives incursions will spawn in enemy forces to attack you on a set interval. These incursions get progressively worse the longer you are in a round.

What makes this mode rogue-like? The main rogue-like aspect is the collectable artifacts that randomise the experience. Artifacts are given as rewards for completing objectives or found in boxes around the maps. These artifacts allow you to upgrade your fleet in a number of ways. They often come with a cost.

What difficulty options are there? A linear list of multipliers change the difficulty and experience earned. This will be explained fully further on...

How do you win? The match is won when all three rounds are finished.

How do you lose? The match is lost when all player(s) carrier(s) are destroyed.
Fleets

You get to choose from a list of fleets that determine what you have access to at the start the match. Each one has a few starting ships at the beginning of the match detailed directly in the menu. Here is what you should know about your selection...

Note as of writing capital class ships are never build-able.

Normal Fleets
  • Reconnaissance - Hiigaran - General all purpose fleet. No specialisation.
  • Remastered - Hiigaran - General all purpose fleet with alternate carrier. This is the same as Reconnaissance.
  • Incarnate - Incarnate - General all purpose fleet. No specialisation.
Harder Fleets
  • Strikecraft - Hiigaran - Strikecraft specialised. No Multi-role frigates unless you gain the artifact which unlocks the heavy suppression frigate.
  • Bomber - Hiigaran - Anti-ship specialised. Restricted access to multi-role ships. All non-bomber strike craft require research to unlock.
  • Platform - Incarnate - General all purpose fleet with access to all turret platforms. Your potential artifacts are specialised to platforms. Platforms are very useful when dealing with objectives close to terrain that require capturing and holding. However, you may struggle with objectives that are in open space further away from turret-friendly surfaces.
  • Experimental Weapons - Incarnate - Anti-ship specialised. Provides access to several non-default ships instead of the regular ones. Several Hiigaran ships also appear in this list.
Artifacts give you the opportunity to access other ships in the match with no negative side effect. If your fleet is specialised you will have the chance to get some of the normal ships back. Otherwise the options become increasingly specialised.
Multipliers
Multipliers are your difficulty options. At the moment they are a linear list of changes to the game 0 through 10. Each one increases XP gained at the end of the match by 50%.

Rather than having easy, medium, or hard settings each multiplier adds to the difficulty of the experience by doing exactly what it says. All the lower multipliers apply below the number you choose. If for example you pick number 5. All the changes stated in numbers 1 through 5 apply to the match.
  • 0 - No changes. Default.
  • 1 - Larger incursions. More ships arrive in each incursion.
  • 2 - Reduced available resources. This refers to the harvest-able RU in the map. Not salvage.
  • 3 - Less time between incursions.
  • 4 - Destroyed carriers don't respawn. Normally if every carrier wasn't destroyed in a round. The destroyed carriers would respawn at the beginning of the next round.
  • 5 - Additional objective in round 2.
  • 6 - Larger incursions. More ships arrive in each incursion.
  • 7 - Fewer artifacts can be found on each mission. Less of the boxes will be in each map.
  • 8 - Reduced available resources. This refers to the harvest-able RU in the map. Not salvage.
  • 9 - Fewer artifact options. Reduces the number of choices for each artifact selection by 1.
  • 10 - Additional objective in round 1.
I argue that 4 is a cut off point in difficulty because one players mistake can make the next round significantly harder for the surviving players.
Artifacts
Artifacts are your rogue-like drops for the duration of the match. You get them in three ways.
  • 1. In a round they are found about the map in preset locations. They look like a long container-like box with a GUI symbol being an orange diamond over them. They do need to be in radar range to be visible. Sometimes switching into sensor mode and zooming out can help you easily spot the diamond and shape amongst everything in the map.
  • 2. When an objective is complete you are given one.
  • 3. The last way is a secret on some of the maps.

Example of artifact box.

When you press R or click the GUI button to get one you will be presented with 3 choices. Minus 1 if you have the multiplier that reduces your choices. Plus 1 if you decide to pick the artifact that states so. At the moment you cannot reroll so you have to choose one of the options you see to get your next one.

What they do falls into one of the following...
  • Ships (and platforms) - The stated ship becomes a build-able option. No research needs to be done. What you get offered will depend on the faction/fleet you chose. Some will be default ships you know from the campaign and skirmish. Others will be ships with alternate weapons and/or abilities unique to War Games. There are never negative side effects.
  • Buffs and Nerfs - For a particular ship or category of ships the stated buff(s) will be applied. Often a nerf(s) is included. Occasionally population caps can be included. Duplicates can appear and will be added to each other. Certain named artifact lines are in this category. An example being "Warden" for the Assault Frigate. After picking one of these several new artifacts are added to the pool.
  • Population Caps - For a particular category(ies) the cap will be increased by the stated amount. A deduction to other category(ies) can be included. Duplicates can appear and will be added to each other.

The number of artifacts you will get per any given match will vary depending on how many you choose to retrieve from the map and what multipliers are active.

For a full list detailing what each artifact does check out this guide: PigMightFly's Artifact Guide
The Rounds
A War Games match occurs in a series of 3 rounds.

Each round takes place in one map. Each map has particular objectives. Each round has particular maps tied to it. These ties are due to the nature of the objectives you will encounter and serve as the matches progression in difficulty. Although in practice difficulty is largely situational and will change moment to moment.

The following applies to all rounds...
  • You have a few minutes to get to a position, start harvesting resources and retrieving artifacts at the start of each round. RU and artifacts always start with a guard unit. Consider clearing as many as possible so your collectors won't be harassed.
  • Each map will have harvest-able RU in it. The amount can be changed by multipliers. Remember that transport ships and above become salvage-able RU on death.
  • You may remain in a map to gather resources for as long as you want. Incursions will continue.
  • Capturing frigates is always an option when out of RU or at population caps.
Round 1
Round 1 tends to be easier and takes place in the smallest maps you will see. Objectives can be the following...
  • Escort 4 transport ships from their start point to the shown endpoint. Only 1 needs to make it for success. The ships won't come until one carrier is near the start point.
  • Destroy all 4 of the enemy transports before they reach the shown endpoint.
  • Rescue (Capture) the target point. There will be 3 in total appearing one at a time. Having any ship onsite and keeping the enemies away will fill the progress bar.

The number of objectives you need to complete can be changed by multipliers.

Map 1:

Map 2:
Round 2
In round 2 the maps will be bigger and more difficult. Players tend to start dying here because destroyers make their debut in the incursions. The objectives can be the following...

  • Clear interference with carrier. You must move your carrier to the location and keep it there for a duration. There will be more than one per player.
  • Capture the spire. A spire with a small fleet and platform turrets protecting it will need to be captured.
  • A bunch of salvage-able hulks will need to be salvaged from around the map.
  • Capture/Escort. A bunch of control modules will need to be "captured". They will need to be escorted to their ports and plugged in. These can be destroyed.

The number of objectives you need to complete can be changed by multipliers.

Map 1:

Map 2:

Map 3:
Round 3
Round 3 can be a challenge when you don't know what to expect or past rounds didn't go so well. Destroyers can be present already and come in incursions right away. The objectives are always the same depending on the map. The following objective will commence immediately upon finishing the first...

Map 1
  • Bonus objective. Bonus objective. At anytime during the round clear and capture the LZ to have a mothership hyperspace in. It will continuously build ion frigates for each player and move about its position somewhat to confront enemies. Try not to have your carrier to close to the LZ before capturing. If destroyers get on the LZ they may become a problem.
  • 1. Destroy all 3 carriers around the map. 3 carriers are around the map always in the same position. They will build strikecraft for self defence until they are destroyed.
  • 2. Destroy the battlecruiser. The battlecruiser will hyperspace in with an escort of strikecraft and move towards one of the players carriers.
Tip: Make a note in your mind of the terrain in this map. You can use to your advantage and be untouchable or end up in a bad spot because of it.


Map 2
  • 1. Clear and capture the 3 points. Each point will spawn a fleet when captured. What ships spawn is based on the name of the point. They do not need to be held. You can leave and will probably want to right away.
  • 2. Destroy the battlecruiser. The battlecruiser will hyperspace in with an escort of strikecraft and move towards one of the players carriers. One destroyer for each player will hyperspace in after some time near where you originally arrived.
Tip: The unusual terrain that leaves massive open spaces everywhere can allow destroyers to sneak up on you fast. The large blocks of structures can also be used to hamper the enemies approach.


Map 3
  • 1. Capture and hold all spires at the same time. The amount of spires increases along with the number of players. They all need to be held at the same time for only a second for success.
  • Bonus objective. Hold the spires for the duration. There is no in game reward for this at the moment.
  • 2. Destroy the titan (Militarised incarnate mother ship). The mother ship will spawn in the lower portion of the map and move away from the nearest ships to it. It will have the ability to defend itself somewhat.
Tip: You have plenty of space to move. Play your cards right and the enemy will always be a safe distance away from your carrier.

Destroying the titan tends to be the most difficult because it tries to evade your approach and the map is quite large. The incursions will have a better chance of catching you.

Global Tips
Here are some tips that can be helpful anytime in War Games...

  • Fleet Formations: Keep different units together. Most ships and strikecraft only acknowledge one unit at a time. Different units can cover for each others weaknesses. For example strikecraft are much more deadly nearby any unit that can provide supporting fire.
  • Carrier: Your carrier is far more agile than it might seem. It just needs to not be at a complete stop. It will always be able to out run destroyers and put up a good race against frigates.
  • Carrier: Your carrier does have good anti-strikecraft weapons so keep that in mind.
  • Docking: There will often be momentary pauses in the battle that give you a chance to dock strikecraft and corvettes. The tiniest amount of health could let them fight another day.
  • Docking: Sometimes while sticking around to harvest. Docking your strikecraft with auto-launch off may be a descent option. Your other ships may be tanky enough to not risk unneeded strikecraft loses.
  • Reassign Controls: If you have extra mouse buttons consider binding them with claw and sphere formation. Maybe stance cycle too. Your efficiency will be massively increased.

Know Your Enemy
At the moment the enemy is only ever incarnate forces. Here are some things you should know about them...

Incursions
  • The status of incursions is stated in the UI in the top left.
  • The arrival point of incursions is always displayed in the map.
  • Incursions start with only strikecraft. Corvettes, Frigates, and Capitals are added incrementally later. Each incursion will be stronger than the last. For each round the next type of ship starts coming sooner. Multipliers change all incursions exactly as they state.
Priorities
  • The enemy does have certain predictable priorities that you can use to your advantage.
  • Carriers, Support ships, and RU collectors are priority targets. Especially for Destroyers. You can control Destroyer movements through your carrier. If your carrier is under direct pursuit you can peel off Support ships, and RU collectors into the face of destroyers and they will get caught up in attacking those ships instead.
  • Strikecraft and corvettes guarding RU and artifacts will pursue the first target to come in range. When it comes to artifacts you can often use this to grab them and leave. With RU letting a collector get there first makes it the target so escorts will have extra time to engage the defenders.
  • An incursion tends to pick a target and go directly towards it. There doesn't seem to be any logic to this as they will often pick a target no where near them. They won't change their mind unless something enters attack range. It can be beneficial to let them travel all the way there as they won't be doing damage until they arrive.
  • If for some reason all friendly ships manage to get out of radar contact. Enemies will either go to an objective and stay there or slowly follow you. Strikecraft may constantly be in pursuit. In most cases this is not helpful. In some specific scenarios you could use this to your advantage.
Levels , Challenges, and Unlocks
Access to fleets is limited by your level.

Access to certain artifacts is limited by your level and/or challenges.

All challenges are completed simply through playing the game successfully and leveling up. The only one you might not get without specifically going for it is select 3 of the same artifact in one match.

Game Over
In this mode you don't have to succeed in completing some of the objecives. If an objective can be failed with you surviving like escorting the transport ships. You will still move on to the next objective. However if you don't clear the interference for example you cannot proceed and will eventually be overwhelmed. Each objective you complete grants more artifacts and XP. Each round you complete grants more XP.

If all the players lose their carrier in the same round the game will end. If your on multiplier 4 or above carriers don't respawn at the start of a new round. Players can still command their remaining ships even if their carrier is gone.

When the game ends in victory or defeat. Everyone will get XP for what they succeeded in doing.

Note that everyone gets the full reward regardless of when a person loses earlier in the match.
War Games Primer End
Detailed Supplements

Below you will find more detailed specific information...
Artifact List & Map Locations
Check out PigMightFly's guide detailing the locations and effects of all artifacts.

PigMightFly's Artifact Guide
UI
To get familiar with HW3 UI, you are highly suggested to go through the in-game tutorial. In this guide, I will only focus on the War Games specific aspects. Note that the UI is based on modern key binding.

The UI in a War Games play.

1. Toggle and switch between objective, population, event, and speech. Select Objective would list the current objectives. Select population would list all the available ships. The latter is useful in which you can select the ships as per their types.

2. The enemies "strength escalation level", ranged from 1/7 to 7/7. The larger the value is, the stronger the spawned enemies would be.

3. The area to display the current selected item of Area 1.

4. The capturing progress bar. Several objectives would ask the player to secure an area. The bar indicates the progress.

5. The selected ships, from which you can select/deselect an individual ship or a group of ships with the same type from the current selection. Notice the small print saying "Select Damaged F3"? You can automatically select all the damaged ships by F3. This is helpful when you want do restore HP of damaged strikecrafts/corvettes from a large group. F4 then F3 will select all the damaged military ships.

6. Formation and Stance control. In the PVE scenario of War Games, the formation is useful especially for small ships. For example, a large group of ships in sphere formation would melt anything. As for the stance, they determine the behavior of the ship when they spot enemy in range and being attacked, respectively.

7. The currently idle resource controllers if it's in yellow, or the currently being attacked resource controllers if it's in red. Another way to select the idle controller is by pressing . key.

8. Tabs of build/research and launch. The respective content will be shown in Area 10.

9. The currently activated artifacts, the superscript indicates the stacked number.

10. The panel to conduct ship production or upgrade. Depending on the chosen fleet, certain ships may need to be unlocked with money, such ships are indicated with the white patterned background. The yellow bar beneath a ship is the available upgrade for that ship. Finally, also pay attention to the population cap of each ship type and allocate it wisely.

11. The tactical overlay. A homeworld-featured interface to get a better sense on the whole space. Press the space key can show it too, press again to get back to the normal interface. In the overlay everything will be presented in solid colours and tactical symbols. All units will be visible through terrain. You can use this to track things down and see through environments blocking your LOS.

12. Chat window. Don't miss your teammate's information.

13. The action and skill bar of the selected ships. In Homeworld 3, in addition to the regular action such as move, attack, dock, guard, etc., there are active skills for most of the ships. They are shown with yellow icons.

Controls
Some of these controls may not be apparent or mentioned at all in game...

Camera
  • W, S, A, D - Move the camera.
  • Q, E - raise or lower the camera.
Carrier
  • F1 - Select the carrier.
Reource Controller
  • H - Harvest the closest resources. By doing so they will move to the next resource field automatically once the current one depleted.
  • Period - Select the idle collectors.
  • Ctrl + Period - Select all the collectors.
Military Ships
  • Z - Cast the special skill. Note that the key is originally Q, which conflicts with the Camera control and has no effect. I would suggest to assign it to Z, which is not used in the modern preset.
  • F4 - Select all the military ships.
  • T - Deploys Turret(s). Platform Turrets can be deployed in mass by selecting the ones you want to deploy then do the following on a loop. Press T to deploy and click a location. The game will keep switching to the next one. Pay attention to how many you have deployed. If ships in your selection haven't reached deployed by the time you get through the list you will start overriding their deployment points.
  • (unreliable) Giving an attack order and following up with a move order through the movement disc will allow you to move ships while firing on the target. You will know it is working if both the red attack line and the green movement line are visible at the same time.
  • Ctrl + left or right mouse button. Attack move. This applies to the movement disc when left clicking and clicking on terrain through right clicking.
Any Ships
  • V + Mouse Left Hold + Drag - Vertical navigation. This one is your best friend. I would never navigate by clicking the terrain.
  • ` (The one below ESC and and also shifts as tilde"~") - Select all ships.
  • F5 then F3 - Select all the damaged strikecrafts, then you may ask them to dock to replenish HP.
  • F6 then F3 - Select all the damaged corvettes, then you may ask them to dock to replenish HP.
  • F4 then F3 - Select all the damaged military ships.
  • F7 then F3 - Select all the damaged frigates.
  • Select anything then F3 - Select all the damaged units within the selection
Other
  • Hold alt and press the middle mouse button to ping.
  • P - Opens population panel. You can also use the population button in the HUD to show all your ships sorted by type. This panel can be used to select and deselect units. It will prove to be very useful and far more efficient than attempting to use the hotkeys.
Exact Fleet Compositions
This list will contain the exact composition of each fleet including the list of ships you could obtain from artifacts.

A "*" denotes that this must be researched before you can build it. You do not have to research ships obtained by artifacts.

Strikecraft - Hiigaran
Starting
  • Recon
  • Interceptor
  • Fleet Bomber
  • Railgun Corvette *
  • Ion Cannon Frigate *
  • Support Frigate *
  • Suppression Frigate *
Artifacts
  • Assault Recon
  • Tactical Bomber
  • Heavy Suppression Frigate

Reconnaissance/Remastered - Hiigaran
Starting
  • Recon
  • Interceptor
  • Railgun Corvette *
  • Ion Cannon Frigate *
  • Assault Frigate *
  • Torpedo Frigate *
  • Support Frigate *
Artifacts
  • Assault Recon
  • Beam Assault Frigate
  • Heavy Suppression Frigate

Bomber - Hiigaran
Starting
  • Recon *
  • Interceptor *
  • Fleet Bomber
  • Assault Frigate *
  • Torpedo Frigate
  • Support Frigate *
  • Suppression Frigate *
Artifacts
  • Tactical Bomber
  • Torpedo Battery Frigate

Incarnate - Incarnate
Starting
  • Dominance Fighter
  • Assault Corvette
  • Plasma Corvette *
  • Disruption Corvette *
  • Capture Corvette *
  • Attack Frigate *
  • Multi Beam Frigate *
  • Missile Frigate *
  • Smart Missile Frigate *
Artifacts
  • Beam Fighter
  • Nova Assault Corvette
  • ECM Frigate
  • Railgun Transport Frigate
  • Plasma PDC Turret
  • Cluster Missile Turret

Platform - Incarnate
Starting
  • Dominance Fighter
  • Assault Corvette
  • Plasma Corvette *
  • Disruption Corvette *
  • Capture Corvette *
  • Attack Frigate *
  • Multi Beam Frigate *
  • Missile Frigate *
  • Smart Missile Frigate *
  • Plasma PDC Turret
  • Cluster Missile Turret
  • Anti-Strikecraft Turret *
  • Anti-Capital Turret *
Artifacts
  • Beam Fighter
  • Nova Assault Corvette
  • ECM Frigate
  • Railgun Transport Frigate

Experimental Weapons - Incarnate
Starting
  • Beam Fighter
  • Plasma Corvette *
  • Disruption Corvette *
  • Capture Corvette *
  • Attack Frigate *
  • Multi Beam Frigate *
  • Support Frigate *
Artifacts
  • ECM Frigate
  • Beam Assault Frigate
  • Railgun Transport Frigate
  • Heavy Suppression Frigate
  • Plasma PDC Turret
Detailed Supplements End
Commonly Asked Questions
Questions not directly answered in the guide, but may be asked by new players are listed below...
Unknowns
Questions or details that might be relevant to the guide that I can't answer are listed here...
Change List
V1. Original published version.
V2. Formatting changes. Rephrased information.
V3. Formatting changes. Added contextual images.
V4. Fleet composition artifact drops added. UI Section added.
V5. Formatting changes.
V6. Formatting changes. Added some info to various areas. Rephrased information.
1 条留言
Cripto 2024 年 8 月 3 日 下午 2:10 
This is a super in depth guide!