I had no technical issues running Act 3.
Tenebra cooperated with me just fine, no hiccups, glitches, stutters, or anything else. Guess I just got lucky here.
I read most of the material in the dreamscape.
I'd been pretty heavily invested in the story since I read the supplemental material before WiH came out, and seeing a lot of those ideas being brought up and tied into the campaign itself was a real treat.
I sanitized the Gefs in 'Nothing is True.'
I thought about it for a second before I pressed the button, but I remembered that the op needed to have traces of Gef craft in order to be able to sell the frame-up, and I wanted the rift between the Terrans and the Vasudans to worsen at the time (not so sure after Universal Truth, but I'll get to that later). Also, thinking both as player and PC, I realized I wanted the Gefs dead, and I felt Laporte would probably not think twice about killing them, especially fresh from Delenda Est.
I believed the Ridwan pilots had to die.
I didn't like having to kill them, but I didn't see any other option that guaranteed operational security.
Vidaura was my favorite wingman.
Those wingmen were not my favorite people.
Of the other three pilots of Falcata wing, Vidaura was the one who I liked the most, but even so, I found all three pilots to be relatively bland--compared to Corey, Taylor, Simms, and Ng'Mei, Falcata wing was just...there. I didn't despise any of them. I just didn't really care about them one way or the other.
I had a horrible time on the assassination.
I used the decoy transport during the assassination.
I used the sensor flashbang during the assassination.
I could not for the life of me figure out what the hell I was doing on this mission. I understood the basic concept, but anything beyond "locate Henriksson's transport, kill her, and run" took me multiple tries to piece together--often after getting swamped by the escort. I really didn't feel like the briefing did a good job of explaining that mission at all, but eventually the pieces started falling into place, and seeing the hit come together and getting away scot-free was an awesome feeling.
I captured the Gef habitat in 'One Future.'
Initially, I planned to capture the colony-- again, the operation took precedence--saving the hab would mean less hostility from other Gef cells, and blowing it up would just drive them right to Steele. However, I'd managed to get the transport destroyed during my first run on this mission (too busy focusing on sentry guns rather than fending off Gef fighters), and decided to just blow the whole thing up, but I didn't have enough time and had to restart. After that, I was able to protect the transport and take the colony with time to spare.
'One Future' didn't change my earlier decision about the Gef pilots.
Operational security. The Vasudans needed to buy into the big lie, and that meant Gef debris.
I loved flying the Custos-X.
I was a little overwhelmed at first, but the controls were easy to understand, and even though the thing handles like a brick, having its capabilities and firepower more than made up for its shortcomings.
I adapted well to 'Her Finest Hour'.
I felt the (many) tactical options in HFH were much better presented than in Everything is Permitted. Having more things bound to hotkeys and the functions of everything being more obvious (designating targets for the artillery frigates, for instance) definitely made the mission much more comprehensible to me. It still took me a lot of tries to get this one right, but that was because I kept dying (which was always my own damn fault).
I took the Carthage's surrender.
This one was purely personal in the moment, but I felt it made for a good character arc for Laporte after the fact. The Carthage was pretty near and dear to me and, enemy or no, I couldn't bring myself to order the kill. After the fact, I felt that including the decision in Laporte's development as a character worked--her choosing to spare the Carthage marking her getting over the pain of what happened during Delenda Est and letting go of her desire for revenge.
I summoned the Toutatis in 'Her Finest Hour.'
Didn't even know it was possible to get her killed.
I had no trouble with the turret placement in 'Eyes in the Storm.'
Okay, first try I had a little trouble--because I was too stupid to realize the great big jump node with the glowing pathway showed me EXACTLY where everything was going to come from. After that, turret placement was easy.
I wasn't bothered by 'Universal Truth.'
Honestly, the mission was a little unnerving--seeing swarms of radar signatures following me after meeting Sam, for instance, but it wasn't like Transcend-level horrifying. It was impressive, though especially from a storytelling and FREDding perspective.
I recognize the necessity of the Fedayeen.
I see some shades of GTI in there, especially with their lack of accountability, but they struck me as being more sensible about that independence than GTI did. Plus, without their influence, I doubt the UEF would have lasted nearly as long as it has.
I have supported the UEF, and still do.
This one is complicated. When I first saw the 14th BG destroy the Renjian, it was, as far as I'm concerned, the GTVA's moral event horizon. After reading the supplementary material, I understood their reasons for starting the war, but I still felt it was wrong. Now, however, it's much simpler: if the GTVA wins, everyone's ****ed. Everything everyone has said/done suggests that the Vishans, one way or another, are the only thing keeping the Shivans off our asses, and if the Federation is destroyed, that protection goes with it. In another world, I might support the GTVA knowing what we do about Morpheus and the Vishnans, but not with the Shivans hanging over everything like a sword of Damocles.
Humanity has a chance.
In spite of everything, we're not dead yet, and, like I said, the Federation winning may give the Vishnans the leverage they need to convince the Shivans to hold off. At the very least, it will buy us time, and there's still another 1.4 campaigns left in this story.