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RELEASE: New Path Chapter 1

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SilverAngelX:
Thanks for your feedback. Could you give me a list of the spelling errors you found? And be a bit more specific about the gameplay issues you found? I'm currently preparing a small update to address some of the things mentioned here.

Regarding the CB anims and without wanting to downplay Mjn's outstanding animation skills: He did provide two of the anims and an updated starmap which I used for some more, but most of the anims were made by myself.

5thAce:
So currently playing through the campaign and I'll say for the most part, so far so good. One major criticism I do have though is this campaign has a case of what I call "Alpha wing syndrome". What this is, is that in most missions where you would expect to have multiple friendly wings assisting you, it turns out that either only Alpha wing is deployed to the area, or it's Alpha wing and perhaps one other smaller or damaged wing. In other words in some of these mission you get overwhelmed quite easily.

Here is an example: In the mission Enif, the Massana jumps in but does not deploy any reinforcement wings what so ever.
"Ahab" is another instance, when the gas miner convoy jumps in, and Alpha alone needs to defend it against multiple wings.
Instances like this where logically an additional wing or two would be deployed along side alpha or you get mid mission reinforcements, simply don't happen.

In "Raiding Raiders", I would personally make those containers invincible since during the firefight, some fighters will actually attack the cargo. Losing even one of those containers fails the mission.

Now mind you I'm only 50% through the campaign, and I play on Hard difficulty so my experience may not be completely representative. When I complete the campaign I'll get back to this review.

SilverAngelX:
Hi there, thanks for the feedback.

The lack of reinforcements is intentional. The background scenario of the whole campaign is that the Alliance is still recovering from Capella. As a result there's a lack of assets, lack of parts and also lack of pilots, while on the other hand there's no shortage of places where help is needed. So, Fleet Command has to be very careful and consider how many ships/wings they can actually send to each of the mission sites. That does mean of course that you are on your own a lot of times, especially for some of the smaller scale missions.

Regarding the containers: It's intentional again that they're not invincible. It would make the mission too easy in my opinion of you can simply destroy the freighters without thinking about the containers at all. It wouldn't make too much sense from a lore consistency point of view too. I did make a compromise in terms of gameplay, though: I raised their HP significantly and also did some scripting to give them a certain amount of protection, but after all it's the mission goal to protect them.

SilverAngelX:
I have just published a first minor update to address some of the feedback from this thread and also a little bit of the feedback from Discord.

Patch 1.0.1 Changes


* General: MV_Advanced packages removed as required packages
* Mission 17: Intrepid's hitpoints reduced by roughly 10%
* Mission 17: engine repair interval increased
* Mission 17: repaired engine HP percentage reduced
* Tech Database: entry for GTB Boanerges rewritten to include some community feedback on the class

ShivanSlayer:
Liking the new description for the Boanerges.  But one thing I would like to add is how the Boanerges is not very viable for attacking anything that doesn't require torpedoes to take down because it only has two guns.  Say what you want about the Ursa's super slow speed, but it can actually be a viable dogfighter in a head to head slugging match where its armor allows it to tank incoming fire while its own guns wear down the enemy fighter's weaker shields and armor.  Usually when flying one, I can take down a few fighter escorts. Load it with dual maxims, and you can rip apart convoys and cruisers with ease while saving torpedos for ships that cannot be taken down with your guns. A Boanerges is outgunned by any ship in a head on match.  I mostly use the Boanerges when speed is of the utmost importance

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