Campaign Discussions - SPOILERS!!
#1
Posted 15 August 2005 - 04:40 PM
The first few scenarios MAY seem like milk runs. If you think so, wait until things ramp up. In fact, I bet most people are going to get hit with negative EPs by the time the first mission ends.
#2
Posted 28 August 2005 - 01:59 PM
I did manage to catch and destroy Ident01. +2500.
Now I'm of to escort Wraith fleet to Aleri in Tramis.
#3
Posted 28 August 2005 - 02:12 PM
#4
Posted 28 August 2005 - 07:07 PM
At least the scenario rolls forward no matter how bad ya screw up. I'll do that first then maybe redo the first part.
#5
Posted 29 August 2005 - 06:54 AM
#6
Posted 29 August 2005 - 07:20 AM
Originally posted by Cmdr Chavik:
Now define every item the script writer might have meant in the description.
[/indent]Gee, let me see. How difficult is it to comprehend this plain English text?
ANY NON-MILITARY GALCOM SHIPS DETECTED TO BE CARRYING WEAPONS OF ANY KIND, ARE TO BE TURNED BACK.
#7
Posted 29 August 2005 - 07:54 AM
I was just discussing last night with someone that this stuff must be crystal clear to the script writer (in any game, not just AWA) but not so obvious to the players when they get their hands on it.
Now, even if I fail miserably, other players have a spoiler or so. Thanks Ben, sorry to have gotten snotty.
It IS fun. Worth several replays at least.
#8
Posted 29 August 2005 - 10:38 AM
As always, I designed and scripted all the scenarios. But I didn't think that even vets would be stumped at some point.
If that first scenario is a head scratcher; God, I can't imagine how anyone would survive the others.
#9
Posted 29 August 2005 - 04:01 PM
#10
Posted 29 August 2005 - 08:58 PM
#11
Posted 29 August 2005 - 11:26 PM
btw, the EFP career is more fun than the CMDR (whcih is too easy I think).
#12
Posted 21 September 2005 - 07:06 AM
#13
Posted 21 September 2005 - 03:41 PM
heh, I take it nobody completed the campaign then?
[/indent]I haven't yet. I keep starting a new one to try and get it perfect. Maybe I'll go with my first try to see it through to the end even though I missed the smuggler and didn't manage to get to that ship in the second mission before it got destroyed.
After all, it's the way my imperfections change the way the game unfolds that makes these games so great.
#14
Posted 20 October 2005 - 07:57 AM
My report card:
Rank: Commander
EP: 153900
medals:
1 x Star of Merit
1 x Commander's Shield
2 x Planetary Shield
1 x Order of the Wraith
2 x Combat Shield
#15
Posted 20 October 2005 - 08:17 AM
Originally posted by Ben Zwycky:
I found the invincibility tags on some of the scripted characters a little annoying (especially with the station and the cloaked carrier on the first planet),
[/indent]Yeah, it is annoying but I had no choice because I didn't want people who use the cheats, to break my script and then come running here to report a 'bug'.
[indent]quote:
but a very fun experience overall.
[/indent]I like the EFP version better because its more challenging.
How did you handle not have an abundance of weapons? Doing repairs (at stations) etc in between assignments? I was a bit worried that some gamers would get frustrated at having to run to a station. Or that some wouldn't even remember that they had this option to go to a station for repairs and weapons.
[indent]quote:
My report card:
[/indent]heh, on a scale of 1-10, thats about a 5 I think.
#16
Posted 20 October 2005 - 09:17 AM
Running out of missiles wasn't really a problem, running out of reactor charge was (I went and grabbed a zodiac early on in the campaign for its faster hyperdrive, which probably made it run out of charge faster than an IC mk1, being a light rather than heavy fighter).
Docking with stations wasn't annoying, but I found that if I timed my repairs wrong, docking with a station or MFB 1 minute into the mission rather than 1 minute before mission start, then when I redeploy the mission would be over. This only seemed to happen in TOD's 2 and 3, but I'd have to go back and run them again to make sure which missions it was happening in. Is that deliberate, or is that something I should look into more closely?
I also noticed some formatting errors in some of the scripted messages in commlink (individual words spread across several lines). You want a list of those?
#17
Posted 20 October 2005 - 09:27 AM
Originally posted by Ben Zwycky:
(I went and grabbed a zodiac early on in the campaign
[/indent]The campaign locks the type of craft you can use. So, uhm, how were you able to change it?
[indent]quote:
Docking with stations wasn't annoying, but I found that if I timed my repairs wrong, docking with a station or MFB 1 minute into the mission rather than 1 minute before mission start, then when I redeploy the mission would be over. This only seemed to happen in TOD's 2 and 3, but I'd have to go back and run them again to make sure which missions it was happening in. Is that deliberate, or is that something I should look into more closely?
[/indent]It depends on how long the repairs take. If the scenario runs for 30 mins. And it takes that long to repair, well, guess what happens when you undock. This should be obvious I think. Which is why it is always a good idea to check the scenario times in the VDD/ACM display.
[indent]quote:
I also noticed some formatting errors in some of the scripted messages in commlink (individual words spread across several lines). You want a list of those?
[/indent]I am aware of that. Its non-destructive and only happens if the text (in the script) flows past a certain character count depending on the type of font used.
#18
Posted 20 October 2005 - 01:37 PM
Originally posted by Supreme Cmdr:
The campaign locks the type of craft you can use. So, uhm, how were you able to change it?
[/indent]I didn't change it, just a simple matter of going down to a planet, visiting your local showroom (base) exiting your craft and entering your craft of choice (though it's a bit more complex to get hold of a zodiac)
I guess it must have been the repair times, I got fooled by the 'instant' repairs you get when you click the repair button when in a station/MFB.
#19
Posted 20 October 2005 - 01:51 PM
Originally posted by Ben Zwycky:
[indent]quote:
Originally posted by Supreme Cmdr:
The campaign locks the type of craft you can use. So, uhm, how were you able to change it?
[/indent]I didn't change it, just a simple matter of going down to a planet, visiting your local showroom (base) exiting your craft and entering your craft of choice (though it's a bit more complex to get hold of a zodiac)
[/indent]...visiting your local showroom <--- LMAO!!!
See? This is what makes these games so great. At least to those of us who get it.
I'd never have guessed that anyone would even consider this.
[indent]quote:
I guess it must have been the repair times, I got fooled by the 'instant' repairs you get when you click the repair button when in a station/MFB.
[/indent]Yeah.
#20
Posted 20 October 2005 - 03:08 PM
So I went down to the naval base on Earth, landed on the carrier, exited and got into the shuttle on the carrier, then grabbed the zodiac on the same carrier with my tractor beam and left the planet.
I now have my zodiac in space, but I still can't use it because I can't exit the shuttle in space because I'm an EFP and don't have a space suit.
I then flew to the Moon, landed, got out of the shuttle and into my lovely new craft, which was able to escape the much weaker local gravitational pull with ease. All that remained was to dock with galcom HQ and change all my ATS and ATA missiles for STS ones and I was ready to go a huntin'.
Conventional methods? What are they?
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