I've been meaning to write something on WiH since I finished it recently and this census thread about WiH seems like a good place to do it (especially since it has a spoilers tag in the title and the WiH Discussion thread seems no longer on topic).
In short, I loved it. I thought you guys nailed the mood (music + artistic design), mission design, story, characters, etc… I also loved a lot of the little homages to other SF series (BSG, Babylon 5, etc…). I got Freespace 1+2 from GOG in the fall and played Freespace 1, 2, AoA, and WiH and while I thought AoA was a fine mod, I was truly impressed by WiH.
That said, there were some elements of the story I didn't find convincing or strong:
1) The Vasudans seem to have no or a totally incapable intelligence service in the Blue Planet universe. Given that while they maintained separate fleets, the Vasudans and GTA had combined command structures by the time of the second Shivan incursion, it seems unlikely that the Vasudans would miss the build up of their Terran allies to going to war until just a few days before it happened. Then upon discovering the plans of their allies that they would be anything other than seriously angry seems unlikely. Vasudan as well as Terran systems are protected by the GTVA fleet and the humans are pulling fleet assets away from the defense of those systems and risking those fleet assets, including highly experienced personnel, in a war. Were the Shivans to attack during the engagement with Sol, GTVA forces could be out of position and decidedly less than they should be due to attrition.
Further for the Vasudans to then be tricked as Steele tricked them, they would have to have almost no basic understanding of the political landscape of the Earth system. Not knowing that the Gaians are antagonistic to the UEF would be the same as the UEF not knowing that Hammer of Light was antagonistic to the Vasudan Imperium. Tricking them into thinking the UEF are bad or untrustworthy is one thing, but for the Vasudans not to be just a little suspicious that according to their allies the Gaians are siding with the UEF stretches credulity. After all while it's been awhile, the Vasudan Parliament was supposedly known for its treachery, so it's not like they wouldn't have experience in double dealings. In short, neither of these are subtle failures of intelligence gathering, these are both massively huge failures of intelligence gathering and it seems unlikely that the Vasudans would be that incapable.
2) I don't think that the war is as morally gray as you wanted to make it. The reasons behind the GTVA's attack is that the UEF are weak pacifists who would spread that weakness and make the GTVA easy prey to the Shivans. That would be fair except that it obviously isn't true. The UEF clearly are not quite the pacifists maybe even they themselves would like to be. Case in point the UEFg Narayana and UED Solaris class vessels were built before the GTVA invasion in answer to … what exactly? The Gaians? So far the Gaian Effort seems to boast fighter craft and a few transports. While the building of such vessels may somewhat undercut the UEF's claim to uphold its own ideals, it completely negates the GTVA's rationale for going to war. The UEF built 3 huge destroyers and multiple heavy frigates when all they had to contend with militarily was a rag-tag force consisting of not-so-great fighters and small transports. The UEF clearly have the wherewithal and impetus to build powerful warships which is even more amazing given that they built this fleet from the resources of a single system, even if it is one as densely populated as Sol. As such, that the UEF could be a considered a threat via their philosophy to the GTVA's stance on defending humanity is not particularly believable. That makes the GTA's assault on the UEF about power and control, not philosophy or defending humanity. Thus, while you do a very good job of showing the basic humanity of enemy pilots, crews, and captains, I don't feel that there is as much of a moral quandary over the rights and wrongs of the war as it seems you wanted to present. Even the Tevs simply setting the UEF to be the bad guys to stop their own Terran civilization from collapsing seems odd since there are many ways the reintegration could have been handled without resorting to war and those would have to be implemented regardless of way. After all if the Tevs were to win, the exodus to Earth would simply happen then and you'd still have to deal with its ramifications. Also a war with the UEF could itself greatly destabilize the terran portion of the GTVA - especially under threat of straining the alliance with Vasudans by engaging in a war of aggression. Again, my understanding was that the GTVA security council was the prime authority and that included Vasudans (the V). I would not imagine that the Vasudans would be pleased about being excluded from such an important decision as this war which affects both species.
These were just a couple of items that stood out in an otherwise excellent story and really are mostly about the setup to the story in WiH. The actual story and the characters are very well drawn and overall I thought the writing (of which there is a lot

) is excellent.
Some elements of the story I really liked:
1) The characters: well drawn, believable, complex. Steele is very reminiscent of Patton to draw a WWII analogy. Simms is a great character. The love story between Simms and Laporte is actually ... sweet and a nice counterbalance to horrors of war you so aptly present. Laporte hovers nicely between mentally fragile and being hard-as-nails in a very believable way. You balanced that nicely.
2) Given the kind of introspective culture and character of Laporte you created, presenting her philosophical musings over war in her personal logs works very well and doesn't seem out-of-place. One thing though, while it does seem to be true that soldiers often fight and die for their comrades not causes, I would imagine the situation does change when you're literally defending your home from attack (as you yourselves showed in Darkest Hour with the Indus). At that point, while you're still not fighting for an intangible concept, there is indeed an added motivation beyond fighting for your comrades which, given the events of WiH, Laporte should be feeling on some level (i.e. the feeling that her home is under attack). However, even if you didn't vocalize that as eloquently as some of her other philosophical musings, you did show that motivation at some points, again Darkest Hour as a prime example (actually the intro too for that matter).
3) Delenda Est. First, great title.

Second, I like that Calder and the Wardogs essentially made a classic military blunder: assuming that your enemy is incapable of doing something, which is second only to assuming your enemy is more capable than they actually are. It's a classic mistake and one made even by those who should know better. Third, I like that Steele's plan didn't need to be terribly complicated. Okay, I mean you can assume the spy was flipped and the Steele planned this exact scenario with the Carthage and the Imperieuse , but it doesn't even need to have been that complicated. One could surmise that he withdrew the Imperieuse to the rear, let it be known that he had withdrawn it completely back past the jump point, and then simply waited for UEF forces to overextend a large force without support believing they had all other GTVA forces pinned. It's a good reminder for why having a reserve force is important.

In fact, had they coordinated with First fleet and First fleet been amenable, the UEF could have pulled a double entrapment and trapped the Imperieuse too. Ah well missed opportunities. In general I liked many of the tactic and strategies implemented in the WiH campaign.
4) I can't say enough good things about the music and how well it set the mood of the game. So all I'll say is: brilliant.
5) I almost forgot: I also quite liked the designs for the UEF and new GTVA ships/weapons in AoA and WiH both aesthetically and from a game mechanic standpoint.
Speaking of the gameplay I liked the new mechanics that you added in some of the missions and the missions themselves were very well designed. The addition of dialogue trees to the missions was unexpected and added an interesting dynamic. My one complaint was that sometimes from the briefings and dialogues it made it seem like I was meant to attack or prevent from leaving some enemy craft only to find them (and their engine subsystems) protected - a small annoyance when I felt like I had just wasted a bunch of paveways trying to disable a craft that couldn't be disabled.

I see from another thread that you guys are going to add more gameplay mechanics to the second release and I can't wait to try them out.
So for me with all that in mind, here is how I answered the census questions:
I identify with the Federation
I used a checkpoint at least once in the campaign
I called the bluff in M05
I thought Darkest Hour was just right
I killed Xinny and Zero
I found the Simms conversation easy
I though theta Nyx dogfight was okay
I understood the pointy system in Aristeia
I thought the Vasudan logistics incident was a terrible accident
I felt good in One Perfect Moment
I loved the soundtrack at the end of Pawns
I thought Delenda Est was just right
I love Admiral Steele
I want to kill Admiral Steele
Wow … wall of text
