The Battle of NeptuneOperation Fortune is beginning to unravel. Defections paralyse the GTVA 14th Battlegroup as the true nature of the reunion is laid bare. Scattered reports of inter-dimensional space travel cause panic throughout the GTVA Security Council, as it now finds itself at war with the United Earth Federation.
Fly as Ensign Callum Rahman, a rookie pilot aboard the GTD Meridian, as Admiral Cyrus Severanti leads the vanguard of the GTVA in an operation to seize Neptune.
Tags: Blue Planet, fan fiction, military fiction. Estimated completion time: 20-25 minutes. Single mission standalone campaign. Balanced for Medium and Hard Difficulties.
Experience the first major battle of the War in Heaven through GTVA eyes for the first time. The final version of the mission first glimpsed
here.Features:
- All new intelligence data developed by the GTD Meridian's Intelligence Cell. Understand the war as a young GTVA pilot would have.
- New HUD warning and missile lock tones taken from modern fighter aircraft.
- Ability to activate HUD Radar Icons thanks to the work of Svedalrain, Lafiel, and MitoPL.
- Advanced Field Artillery Tactical Data System (AFATADS). Call for Trebuchet fire from GTVA heavy assault wings on UEF gunships. Inspired by real-life targeting and infra-red guidance software.
- Realistic battle chatter and mission briefs based on actual military experience.
- Checkpoints! Courtesy of Admiral MS and Goober5000's script.
- Glossary of military terms. Available from Tech Room->Database->Intelligence.
Requirements:
- FSO Build 20.1.0-RC3 in order to properly utilise the checkpoint system.
- Blue Planet: Complete installed.
Once installed, select campaign "The Battle of Neptune" from the campaign room to play.
Known Bugs:
- Loadout not carrying over from briefing to loaded checkpoint. This is due to the way the checkpoint script saves ship data - the player's loadout, health, position, and orientation (as well as afterburner and energy reserves) are all saved at once. What this means is that when loading from a checkpoint, the mission will load the player's loadout as saved when the checkpoint was reached, and ignore whatever you have set in the mission briefing (if this is different to what you were bombed up with when that checkpoint data was saved). This unfortunately means the only way to change your loadout and have it reflected in-mission is to select it in the mission briefing screen, and then boot the mission from the very beginning if you'd like to play it with a different loadout. This isn't really a
bug as much as it is just the way checkpoints ought to work, but it is something to keep in mind when trying to skin the cat differently mid-playthrough.
With thanks to Renegade Paladin, Erebus Alpha, Asteroth, and AdDur for their extensive testing of the mission through development to release; The E and Darius for their testing and creative guidance; and Ertanax for their creative input.
NB: Medium Difficulty includes a number of UEF handicaps in order to support gameplay. Play on Hard Difficulty to have the authentic GTVA experience.