Hi,
I've been toying around with the editor, hoping I can create a campaign of "epic" proportions. This is a long term pet project I intend to contribute as a fan of your mod.
However, my editor is crashing when i try to save the map, so I'm just "drawing" the layout of the map with pen and paper until I figure out what is wrong.

My vision for this campaign is simple: a ten-mission campaign about a planetary invasion and you as newly appointed commander of the 1st BattleMech Division. Each mission is a *HUGE* battlefield, designed to accommodate as many units as possible from both sides fighting in an urban environment filled with destructible objects that impedes movement and line of sight. The basic goal of the player is simple: To complete each mission you have to destroy a designated amount of enemies (and force them to "retreat") and the mission will fail when your ally sustain heavy casualties. Each mission is long and "more difficult than exodus as possible" with multiple secondary objectives which has incentives for the player to complete. But the mission can also end unpredictably faster (and failing the mission) due to the nature of each mission where you are in the middle of an epic battle of mass tanks, mechs and infantry within the city proper.
I am going to use a 120x120 size map filled with forests, mountains and river systems. There is a city situated in the middle, complete with commercial, residential and industrial sections. Military complexes are located in the outskirt of the city linked by bridges and roads. Turret Controls and Generators are located in deep depressions in the mountains as well as the "armories" of the army assigned to defend it. There will be commercial and military airfields as well situated in flatter areas of the map fore realism.
There will be three factions all throughout the campaign: You, the blue and the red. The Blue is your ally, possessing the most number of tanks, mobile artillery and infantry but with fewer mechs and limited technology. The Red is the invaders, with superior technology, fewer but more powerful units such as battle armors and mechs, with the most number of air-assets. These factions will battle it out inside the city, with your allies marching from those bases mentioned earlier and your enemies coming out from Dropships that "landed" behind mountains and forests.
The red will attempt to destroy the bases of blue and the blue will attempt to destroy the dropships. I plan on limiting the commander retinue with just airstrikes, custom chopper, beagle probe and minelayer/sweeper, because the repair bays are available behind the frontlines anyway. There will be no salvage craft, but salvage screen is always available, but C-bills will be short and most of them will come from completing secondary objectives.
Whew. It is easier to type this lol. I hope you like this concept.
Some Questions
0. My editor keeps crashing when I save. Why?
1. Is there any way to simplify the clicking demanded by the mission editor? Even though it keeps crashing, I am using the retail version of the editor to practice and explore the tool.
2. Just how many objects can the game support without crashing ingame? I haven't tried this because I am still in the process of decorating the map and making sure that the city is well designed and very obstructive for mechs and tanks (making those infantry/armor peskier) before I start putting in units. Take note that I am editing this on the retail version of the editor(for practice).
3. How does the skill of each pilot increase ingame? Is there a hardlimit on how many points each skill increase per mission? I am planning on editing this later once I am satisfied with the map itself to increase the experience gained by pilots and balancing it to the whole 10-mission campaign idea.
4. I toyed with the objectives editor and found out that while I can set the number of enemies required to be killed to complete the mission, i cannot set the number of allied units killed to fail the mission. Why is it so?
5. Can I set the AI to be on the offensive? That would really help a lot in telling the story since it is an invasion and i want at least the AI to commit all his forces (except for a few defensive ones) into the fight to put pressure on the player to assist their ally while doing the objectives.
More questions will be posted here if I encounter them in the future.