Homeworld2 Motherships


HW2 Shipping Strikecraft Frigates Capital Class Motherships Utility Class Platforms

The Mothership is the nucleus of your fleet. These massive vessels dwarf all others. This is where all your crews and resources are ultimately derived from. You only get one of them, and they are irreplaceable. Losing it is a significant blow to your side, unless you've successful delegated your production and resourcing to your other production and utility shipping. For the Hiigarans, its the Pride of Hiigara: that iconic Kushan mega-banana that epitomised the original Homeworld so prominently. Vaygr players get a giant, oblong mega-barge called the Flagship. Apart from looks and design, there's no real difference between the Pride of Hiigara or the Flagship.

The Mothership's primary role is resourcing, manufacturing, research and servicing the fleet. Production ships are completely defined by the Subsystems you build on them. When they first appear, they are little more than a hull with an engine, a repair dock and a place to offload ore. You build them up by installing Production, Research, Sensor, and Module Subsystems. While you get a lot of slots to build on, you can't get all of them in the one vessel. You're forced to delegate roles to your other factory ships, usually your Carriers. But Motherships are still vital in the game because only they are capable of building Capital ships.

Motherships start off with a huge 200,000 hit points, upgradable to 400,000, and sport Heavy Armour. This means there are no units in the game that score any special bonuses against it - except for Bombers that can shoot out its Modules, Engines and Resourcing facilities.


Shipyards

The second type of Mothership is the Shipyard. This is a specialised floating industrial district that is so big, it has to be assembled "outside" the map and Hyperspaced into the game. Shipyards can be built by any Capital ship or bigger that can install a Hyperspace Module. This means that even a properly kitted out Battlecruiser can conjure one up if all else fails. Shipyards are like floating bases; Motherships with the emphasis on construction. They emphasise construction, but like all production ships, can still only produce one ship at a time. They get one more Module slot than a regular Mothership, but they're painfully sluggish, vulnerable to attack and don't seem to function as efficiently as other ships when it comes to servicing and repairing the fleet. They are so slow, its ridiculous. Smart admirals Hyperspace them everywhere. You basically keep them around because they are the only production ship in the game that can produce Battlecruisers.

Hiigaran Battlecruiser
Motherships and Shipyards, along with Carriers, constitute your Production ships. These mobile factories perform all your manufacturing, resource gathering and research, a lot of your sensor coverage, and small pool of empty Subsystem slots to extend your fleet's ship-building and military abilities. Lose all your production ships and you lose the game. Simple, really. Carriers will keep you in the game if all your Mothership class factories are lost, but only just. In most cases if all you have left is a Carrier, you're in pretty dire straits indeed, especially with any enemy Capitals on the prowl. At the very least you can assist your allies: allied shipping and Resource Collectors will make full use of any friendly docking and resource drop off points nearby.

Shipyards sport 150,000 hit points, upgradable to 240,000, and wear Heavy Armour. Despite this they wield pathetic point defences and are easily demolished, requiring considerable protection. In many games several may be built, but rarely kitted out to their full potential; they feel more expendable unless, perish forbid, you've lost your Mothership.


HW2 Shipping Strikecraft Frigates Capital Class Motherships Utility Class Platforms

Hiigaran
Motherships
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Last modified Fri, Apr 15 2005 by Lindsay Fleay.