Hello, I have a mission design question and a bit of an exploration of good and bad game design practice at the same time.
Assume a following situation:
I create a mission that's a standoff between two forces, each a capship and some fighters. The enemy has an advantage in weapons, hitpoints, fighter numbers, they have bombers while you don't, they have reinforcements and you don't and your goal is to capture the other capship while they are perfectly fine with destroying yours. You are also on a rather tight time limit.
Then, let's say I douse the battlefield with heavy EMP, making it very random and difficult to achieve weapons lock.
Then, let's say I also enable scramble-messages, destroying some ingame dialogue and also prevent you from ordering your wingmen.
Then, let's say I also give half of friendly AI orders to stay back with your vessel, not assisting you with the capture.
Would that constitute for a mission that you would enjoy playing? At which point would it become annoying or irritating instead of challenging?
Edit: to make my point more clear - what if the mission is already cutting it close and meshes with overall difficulty of the rest of the campaign without all of those added hardships?