In Medium, you're the dude who kills everything on sight. On Insane, you have the same firepower as anybody else, so you'd better have your wingmen helping you or you don't stand a chance. Some missions did involve cheesy tactics.. Because some encounters are just impossible to survive (your wingmen die in seconds and you're left alone against lots and lots of enemies). Typically, for the last mission of FSport, I just order my wingmen to stay close to the GTD Bastion while I rush the node, so that I have a complete pool of teammates to beat the Lucifer.
That said, some campaigns are not possible to complete on Insane. What I did complete (so far): FSport, Freespace 2, and Blue Planet (i maybe did some parts of Blue Planet in the difficulty just before Insane).
I'm still trying to complete ST:R on Insane but it's really too hard.
Nearly no one of the mission designers play on Insane regulary to balance a mission for that...Citation needed. Well OK, I don't think there's any recent poll on people's playing habits, or on how mission designers balance their missions
I know there's quite a few players here that play on insane exclusively, and I know for a fact that a number of mission designers take the time to balance their missions for insane difficulty, since it's blatantly obvious when they don't.
A few examples on top of my head :
- BP, BtA, Vassago's Dirge, JAD, Diaspora all seem pretty balanced on insane
- Wings of Dawn (old & new), Ancient Shivan War, Freespace 2 are calibrated for easy or medium
Medium is fairly hard if you're just starting out from what I remember.There's a bit of jump from the default difficulty, due in no small part to the fact that Harpoons aren't nearly as reliable.
I came up with two more questions Goober, hope that's okay (you could take it that people engaging in dialogue about your campaign means it's really cool):
Indeed it is. And yes, I take it in that spirit.
1-This is a response to your recent response to my previous question:Spoiler:Why would they think it wouldn't deviate from attacking the planet? That seems like a risky assumption to assume a ship wouldn't make a slight maneuver since they know ships can move. In a similar vein, wouldn't it have been better to park the Legion behind the Lucifer instead of to the side which is in close view of its planet cannon? I understand you had to place it the Legion there though because that's where it was in the FS2 cutscene.
Either the Lucifer needed to route all available power to the planetary bombardment beam, or it takes a bit of time to reconfigure from "planetary bombardment mode" to "capital ship attack mode". Note that in the mission, the Lucifer stops bombarding the planet after its reactor is destroyed. Furthermore, it doesn't attack the Guardian right away; it sits there doing nothing for several minutes.
The GTI expected the Lucifer to do exactly what it had done in previous engagements. In both previous occasions, it a) did not deviate from its orbit, b) used its forward beam cannons for attacking warships and its side beam cannons for attacking planets, c) did nothing else while it was bombarding the planet. But the GTI failed to consider that the destruction of a reactor might provide sufficient incentive for the Lucifer to alter its behavior. It may be single-minded, but it's not stupid.
Both the Legion and the Guardian were positioned out of the firing arc of the Lucifer's forward cannons, which is where the GTI assumed that any attack would originate, if the Lucifer decided to switch from "planetary bombardment mode" to "warship attack mode". They also assumed they would have a bit of warning if this were to happen.
2-This question kind of is about the final mission but also about FS in general:Spoiler:The FS wiki says that while Helioses do much more damage to an overall target, Harbingers are much more effective at destroying subsystems/parts of a ship. Does that mean if a shielded Lucifer came back in the FS2/post-FS2 era and heavy enough bombs can damage it, the GTVA would be better served to bring back Harbingers rather than use Helioses?
By the way, The Scroll of Atankharzim, Part I features the arrival of a Lucifer-class destroyer in the post-FS2 era. Though Sesquipedalian and I hold different opinions on what precisely happens when all five reactors are destroyed and the ship is not traveling through subspace.
Apparently we have another case of the installer failing to install a mod (the MediaVPs 2014 in this case).
The screenshot shows the MediaVPs as installed but the FSO log shows that the MediaVPs folder is empty...
Could you add a check which marks a mod as uninstalled if its files are missing? That might avoid a lot of confusion.
Without knowing more about his installation setup, I can't say exactly what went wrong, but people have found more and more creative ways to fool the installer. There have been a few instances where people installed their mods to a folder other than the folder where FreeSpace is located, despite dialog boxes warning them about this. Then, of course, the mod won't be available when they run the program.
There is already a check to reinstall a mod if its files are missing. At the bottom of the screen, select the "Re-run installation for mods that are already installed and up to date" checkbox.
Medium is fairly hard if you're just starting out from what I remember.
Yeah that's just glide, the Ray 3 could have done similar movement. There's not any real push toward truer inertial physics. Though you can get pretty close to it, in a ship that allows for movement on all axis and has glide. (Like the Cyrvan fighters for example)Wow, so much speed and maneuverability. It seems like the game is progressing away from Star Wars styles physics (which is wrong but fun to fly nonetheless) and toward truer inertial physics, which is trickier but worth the effort.Parts of those were under glide mode, but given it's the Kaze I believe it's already pretty drifty under tight turns.
<pic>If I had a desktop near my toilet, I'm sure I'd produce my best work there.