What do you think should be done to keep missions interesting and engaging the whole way through?
I've been playing some old campaigns recently, and their constantly-respawning waves of enemies just keep bugging me. Don't know about you, and I'm rather impatient, but I feel like the old "guard allied ships from endless waves of fighters and bombers while they do their thing" model of missions is nothing more than a chore. In killing these waved wings, you're performing the same gameplay over and over again, the same gameplay you've already done countless times in other missions and campaigns. Not to mention, these wing slaughters (IMO) don't feel like you're actually accomplishing anything; you're just avoiding failure and marking time while your escort ships do whatever they're doing. Also, it makes the enemy commanders look incredibly dumb for sending their massive force in piecemeal. Admittedly, it is much easier mission-design-wise to just throw in eight waves of Taurus and Cancer wing and have them attack your escort ships, but personally, I'd rather have a few well-FREDded and actually interesting missions than have an entire campaign of wave monotony.
Personally, I think that missions can be kept more fun by switching tasks often mid-mission and not letting any one type of gameplay drag out too long. Dogfight these fighters, de-beam this cruiser, intercept a couple bomber waves, dogfight a few more fighters. By breaking a mission into segments, you're kept continually engaged, avoid boring repetition, and have a greater feeling of accomplishment by clearing each individual segment. A personal rule of thumb is to keep enemy wings to two waves, max.
While it's been a while since I played WiH acts 1+2, I think their gameplay was tight enough that I don't recall being bored. I approve of that model of mission design. Still, IMHO, modern campaigns in general should be careful to avoid repetition; Shadow Genesis and your endless waves of Gualis, I'm looking at you.
I'd like to hear the community's thoughts on this question of mission design philosophy. Are you sick of the traditional FreeSpace mission model, or do you think it's fine and I'm being whiny? If you think it should be improved, how so?