I finished the first Homeworld (Classic) game. I’ve got on CD the 1.0 version and I was amazed that it worked (on WinXP SP2 compatibility)! Generally, I have mixed feelings about the game. On one hand, true strategic tactics are required to beat it, since the game is harsh, resources are very little in each map, you’ll be always outnumbered, and I can’t stress enough the value of Formations (delta, wall, etc.) and Tactics (evasive, neutral, aggressive) in the game. Especially the tactics made for me the difference between decent victories, pyrrhic victories, or utter defeats!
Also, repair units do the job very slowly, which enhances the difficulty, so it’s best if you dock the smaller fighter units in your Mothership, for them to be repaired (though that means that you won’t have them available for maybe a minute). The bigger units can’t dock to be repaired. You’ll have to manufacture a Repair Corvette for them, but it does the job VERY slowly. I had one created only in the last mission, to keep repairing the Mothership with it.
My main complaint of this game is that it rushes itself very much. It rushes things very much. While in other strategy games you are given ample time, in each mission, to get to know the map, gather adequate resources, create more units (to replenish those which were lost at the previous mission) before the enemies come, in Homeworld 1 Classic (at least in most missions/maps) after a few minutes into a map, something happens and you’re on the defensive, with your surviving units of the previous mission! Only after defeating all enemies, and thus you are allowed to leave for the next mission, you can postpone that (you can choose manually when to end each mission) and gather resources and create more units, to prepare yourself for the next mission! That’s why I’ve read on the internet that the best strategy is to save just before you leave the previous mission. Then enter the next mission, to see what will happen (i.e. what you will be up against), and then reload your save of the previous mission’s ending and prepare your fleet accordingly! To me, this is a wrong strategy approach by the game developers (in this specific aspect, I mean). Maybe this happened because most maps are empty. In most maps there are just scattered clusters of resources, and then the enemies come! There are no planets or stars, as in other games of the genre (e.g. Haegemonia, Conquest: Frontier Wars). In many missions things are frantic. They could let things flow in a more fluent way.
Of course, I liked the story very much, as well as the ambient music in the missions.