Hosted Projects - FS2 Required > Blue Planet
Blue Planet: The Battle Captains (Fan Campaign)
Lepanto:
Bumping 'cause the first mission, Severanti's, has been released. Play, enjoy, critically dissect!
Shivan Hunter:
Quick note: You should remove the alpha channel from your bclogo.bmp since the launcher whines about it. (the message is "please make image 255x112" which isn't helpful given that it is in fact 255x112, but it can't handle bmp alpha)
Shivan Hunter:
Awesome mission! I absolutely love the idea of doing these capship command missions as backstory for the BP commanders, and this one was brilliantly executed. At first I rushed headfirst into the cruisers and got owned by bomber fire - and the idea of health as Severanti's personal health on the bridge is excellent, btw - so then I actually read the briefing and kept bombers in range of AAA, and did mostly fine. Good capship command missions have you considering the whole mission tactically, more so than fighter/bomber missions, and this one pulls that off well.
I'm very much looking forward to more missions! This is a great idea and it can go places.
An4ximandros:
Just finished playing it. Fantastic work. Looking forward to what you can do with more practice and the foundation laid on here. :yes:
niffiwan:
This is really cool, I've just played this through 10+ times :yes: I like that you forced the player to close the distance (i.e. within fusion mortar range) in order to protect the fleeing transports, otherwise the Deimos with 3x TerSlashes on target totally owns the 2x Levi's in a long range gunnery duel. At the same time, you made a simple rush towards the station dangerous due to the bombers coming from the front where the Deimos is most lacking in anti-fighter weaponry. It's a good tactical problem to solve. And there's effectively a bonus goal of destroying the Kiowa which adds some replayability.
Just a few small nitpicks (and despite all the words I really mean nitpicks) - you can call in a support ship which docks with you but doesn't seem to do much. Also, I found it a bit hard to work out how to overload my beams correctly, I had several attempts where I thought I did the correct thing (i.e. in manual mode, with Track set to my target, press fire in the 5 secs after the 30 sec charge-up time completed) and nothing happened. Maybe removing the requirement to manually fire the overloaded beams would make it easier? (or maybe I just forgot something/made a mistake! :)) Mind you, it was extremely satisfying to get it working in the end, I cored the Kiowa with 2x beams from close range :D While I'm talking about destroying the Kiowa, I somehow managed to disable it once even though I thought I saw a ship-subsys-guardian-threshold on its engines? And lastly, the afterburn option seems a little bit too powerful since you can maintain your top afterburn speed even when putting all power to weapons. I guess it's countered somewhat by the fact that FSO's beam targeting doesn't seem to handle rapid movement of the firing ship very well - I noticed when I was afterburning towards the fighters that most (or all?) of my beams shots at the cruisers were missing.
Having said all that, I found this a very enjoyable mission to play and I look forward to seeing the rest of your Battle Captains :nod: :yes:
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