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Hosted Projects - FS2 Required => Between the Ashes => Topic started by: potterman28wxcv on December 28, 2017, 11:37:01 am

Title: [Spoilers] The Texas Seven stuck
Post by: potterman28wxcv on December 28, 2017, 11:37:01 am
Hey guys, it's me again ! The one who is trying so hard to succeed its mission objectives that I get stuck in the end  :D

I did manage to destroy all those pods. On the first "staying alive" try ; on every other tries I got killed because 1) I had virtually no wingmen, since they all had their Weapon subsystem destroyed, and 2) not enough energy to take out all those transports, but i did my best and sacrificed a bit too much hull everytime..

Anyway, to have a bit more of survivability, on this particular run I chose to ignore some of the transports and focus on the fighters instead. I kind of figured out that it was all scripted, and that no matter how many transports dock, I would get to see the "pods escaping" part. In particular, I chose to override Shields instead of Secondary ; I quickly destroy the Horus that attacks me, and then i just went for the pod with all the ballistae I had. Prior to that, I had also weakened them just enough to be at 20% hull for most of them (heading out to fighterbay right when the lady pronounces "something something FIGHTERBAY")

Destroyed them all. Then the mission got stuck.. No "hurray you destroyed all the pods" :(

I had to restart it all, and by chance, it turns out on second try I wasn't able to destroy them all.

I guess those pods are supposed to have a plot armor, but could it be done even more impossible to catch them? If I didn't have ballistae I'm quite sure I wouldn't have been able to catch them, for instance.

Also, on 1st try as soon as I heard about fighterbay, I headed there ; when the pods came in, I figured out they had to be destroyed even though they were green, so I destroyed one of them before it turned red. Didn't end very well, got judged in martial court :(
Title: Re: [Spoilers] The Texas Seven stuck
Post by: mjn.mixael on December 30, 2017, 09:02:10 am
All I can say is... If you have to ignore all other orders and rely on a little luck just to complete one task, you're probably going to break the mission.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: Novachen on December 30, 2017, 11:13:08 am
Actually i got more and more the impression, that you forgot to really play that game and that not every objective is intended to be won by the player.

In Gerar's Judgement i never understand, why you restarted the mission in the first place only when the Cardinal jumps out. This time i do not understand, why you head directly to the fighterbay if there is no order for you to do that, because your orders are still the protection of the station iirc.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: potterman28wxcv on January 01, 2018, 07:45:40 am
I did the best I could. When you're very low on Energy with virtually absent teammates, you ain't gonna be of any help to stop transports full of turrets ; that's what i meant by "ignoring some of the transports". It was trying to fullfill the objective & die doing so, or back off a bit, kill some fighters instead, and then come back to the transports if need be.

Except that by the time i regen a bit of energy, the station says that destroying the transports is no longer critical ; and a couple of seconds later, it mentions a problem in fighterbay, so I head out for this figherbay immediately (killing fighters along the way, but sticking close to the fighterbay).

That's when the pods came out and i damaged most of them. I wasn't cheesing through the mission, but when you have so many tasks to do at once and you cannot do them all, you cherry-pick them based on their priority. Ozymandia leaving could not happen given all the efforts that were taken to take him, in my opinion that was a lot more important than destroying the transports that were apparently no longer a threat.

There were still fighters around the station, but surely it could take a bit of a beating with all the fighters protecting it ; sparing out 1 fighter to take out the pod is very efficient given the utmost importance of preventing ozymandia's escape.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: Assassin714 on July 08, 2018, 07:33:41 am
I am also stuck on this mission. Sometimes the escape pods make it to the Cardinal and nothing happens, sometimes they make it and I get ordered to disable it, but it becomes invincible once the engines reach 20% health, then it jumps out, and there is no RTB directive or anything, and no matter what I do it always says I abandoned the mission if I jump out. I cannot find a way to make this mission actually end.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: mjn.mixael on July 08, 2018, 04:17:44 pm
I'm not ruling out the possibility of a bug, but if the Cardinal has jumped out then that should be the end of the mission. I need a little more info on what you did during/after the CMD sequence.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: Assassin714 on July 08, 2018, 09:27:24 pm
I'm not ruling out the possibility of a bug, but if the Cardinal has jumped out then that should be the end of the mission. I need a little more info on what you did during/after the CMD sequence.

I did exactly what it said to do. One time I got the bug where it wouldn't leave the text prompt but half a dozen other times I completed it correctly. The mission just never ended after the Cardinal jumped out.

Could it have had something to do with destroying the Frontier and the HOL cruisers?
Title: Re: [Spoilers] The Texas Seven stuck
Post by: mjn.mixael on July 08, 2018, 10:08:29 pm
Could it have had something to do with destroying the Frontier and the HOL cruisers?

That's almost definitely the problem. You're not supposed to be able to do all that and I was trying not to add the incinerate flag to every ship... Learned my lesson I guess, assuming you aren't using cheats to do it.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: Assassin714 on July 08, 2018, 10:59:30 pm
Could it have had something to do with destroying the Frontier and the HOL cruisers?

That's almost definitely the problem. You're not supposed to be able to do all that and I was trying not to add the incinerate flag to every ship... Learned my lesson I guess, assuming you aren't using cheats to do it.

No, it's just that all of the friendly ships concentrate their firepower on it and it always gets destroyed after I disarm the torpedoes.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: Assassin714 on July 10, 2018, 12:41:29 pm
Well I got past the mission and finished the campaign, but overall I have to say that I did not like it.

The plot was decent and it's obvious that a lot of technical skill and creativity went into it, but my main issue is that it was a bit too creative. Namely, nearly every single mission had some kind of gimmick, and while many of these gimmicks were brilliant in concept, their execution left much to be desired. I found them to range from unnecessary and pointless at the best to frustrating and impossible at the worst. I had to cheat several times just because the gimmicks were impossible to complete successfully. Almost every one gave the feeling of a Scrappy Mechanic (https://tvtropes.org/pmwiki/pmwiki.php/Main/ScrappyMechanic). I found myself thirsting for a mission with no gimmicks, where I would just fly and fight, like a normal Freespace mission. In fact, I played many more traditional missions after this just to cleanse my palate of this campaign.

Don't get me wrong, I appreciate creative mission design, but keeping track of a bunch of extra stats on the HUD and making sure to precisely do everything to keep them all under a certain number, sneaking within enemy fighterbays while avoiding enemy patrols (hated that in FS1, here it's even worse), having to play missions over and over again because I picked the wrong messages in dialogue trees (with no way to find the correct answers other than trial and error), using Flail shots to blast objects precisely into the path of tiny drones before they destroy your escort ships, having to adjust the range, ammo type, and lead distance of artillery weapons against many targets in the middle of pitched combat, being constantly chased down by capital-grade torpedoes for 7 minutes and then later having to guide torpedoes to destroy a bunch of transports in a few seconds before they escape, etc. are simply not fun. They are tedious at best and exercises in pure frustration at worst.

Maybe I'm just not doing these things correctly, but when I play a Freespace campaign I don't expect to have to do things like this in the first place. It's like if I started playing an RTS game but suddenly there was a complicated platforming section.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: Novachen on July 10, 2018, 02:07:33 pm
Haha, that is interesting, because the Plot was the thing, that was never able to catch me here.

But because this campaign try to get closer in gameplay to current space games with their variety of missions was the thing i liked the most here.

So i am glad about it, because otherwise this campaign would not be anything special because the story was not able to carry me through this campaign at all.
Title: Re: [Spoilers] The Texas Seven stuck
Post by: mjn.mixael on July 12, 2018, 06:32:12 am
Well I got past the mission and finished the campaign, but overall I have to say that I did not like it.

The plot was decent and it's obvious that a lot of technical skill and creativity went into it, but my main issue is that it was a bit too creative. Namely, nearly every single mission had some kind of gimmick, and while many of these gimmicks were brilliant in concept, their execution left much to be desired. I found them to range from unnecessary and pointless at the best to frustrating and impossible at the worst. I had to cheat several times just because the gimmicks were impossible to complete successfully. Almost every one gave the feeling of a Scrappy Mechanic (https://tvtropes.org/pmwiki/pmwiki.php/Main/ScrappyMechanic). I found myself thirsting for a mission with no gimmicks, where I would just fly and fight, like a normal Freespace mission. In fact, I played many more traditional missions after this just to cleanse my palate of this campaign.

Don't get me wrong, I appreciate creative mission design, but keeping track of a bunch of extra stats on the HUD and making sure to precisely do everything to keep them all under a certain number, sneaking within enemy fighterbays while avoiding enemy patrols (hated that in FS1, here it's even worse), having to play missions over and over again because I picked the wrong messages in dialogue trees (with no way to find the correct answers other than trial and error), using Flail shots to blast objects precisely into the path of tiny drones before they destroy your escort ships, having to adjust the range, ammo type, and lead distance of artillery weapons against many targets in the middle of pitched combat, being constantly chased down by capital-grade torpedoes for 7 minutes and then later having to guide torpedoes to destroy a bunch of transports in a few seconds before they escape, etc. are simply not fun. They are tedious at best and exercises in pure frustration at worst.

Maybe I'm just not doing these things correctly, but when I play a Freespace campaign I don't expect to have to do things like this in the first place. It's like if I started playing an RTS game but suddenly there was a complicated platforming section.

Well thanks for playing anyway! And thanks for the feedback. You are not the first that had this sort of thought about BtA. If I ever get around to Ch2, then I hope to make sure to do better in that area.