Brimstone 2

Forum ▸ Space Combat

Well I have to say - nicely done! Before the attack started at the 2 cap ships at Nav 2, my weapons systems were damaged so I couldn't fire any weapons but was able to still finish the mission by issuing specific orders to my wings, like taking out turrets on the 1st cap ship by the Alpha while Beta commenced attack runs (where the Kilrathi air cover was already taken care off). It reminds my one sentence spoken by Randy Pitchford during development on Brothers in Arms Road to Hill 30. He said that you can complete most missions without even firing one bullet - just by smartly commanding your squad. But I have to say I was able to take out one Darket after my weapons system was destroyed - by ramming it 😈 Gameplay is great to me so far.

Please post any further problems or comments specific to this mission here.

Mission works smoothly. No bugs sighted.

The Dralthi are pretty agressive against the Longbows but unless the player is totally asleep and has ordered his wingmates to do something stupid the Longbows will survive. Not a huge challenge but maybe not meant to be. It's a good mission that progresses naturally from the first and leads well into the third and fourth.

EDIT: I wanted to add that the music playing at the end of the mission is not the mission success or failed music but some sort of pensive piece instead. I assume that's the idea?

I'm surprised there've been no more comments on tnis one! I love this mission.

The Dralthi really go after the bombers with a vengeance, the player is required to be on the alert and give smart orders here. Not too hard for anyone familiar with the Freespace comma system but I wonder if after release there won't be a bunch of people showing up on the forums asking how to protect the Longbows? 😉

Also I think it's obvious the combat is balanced for medium, I had it set higher and found myself quickly cut to ribbons by the capship weapons. But thats good, they don't have beam weapons or flak and the player should respect their firepower. Capships in the original series were mostly floating jokes you could fly around and shoot with impunity.

I was replaying this just now and noticed an exceptionally long break between the line "multiple disturbances at the jump point" and "definitely Kilrathi. One heavy carrier...". The first initiatd at 15:23 and the second at 15:46 and the silence in between was defeaning. I thought a trigger was failing for a while before the game finally continued

I modified the missiion a little for Beta 4, since this has been reported already. Please try this again in Beta 4 and check whether the problem persists.

Anjelus wrote:I was replaying this just now and noticed an exceptionally long break between the line "multiple disturbances at the jump point" and "definitely Kilrathi. One heavy carrier...". The first initiatd at 15:23 and the second at 15:46 and the silence in between was defeaning. I thought a trigger was failing for a while before the game finally continued

I can confirm that this break is now just long enough to watch the cat fleet jump in.

Mission remains easily beatable without doing anything. 3 out of 4 times the longbows were saved without even using the comm system. I never did any shooting (except one anoying darket which took my armor down to 51% with a rocket and some shots in less than a second. Still can't believe it)

Good mission to learn how attacks on cap ships work and why it saves you a lot of time (and ships) to kill fighters and turrets as fast as possible. However, the consequences of doing nothing at all could be a bit stronger ( more ships get killed by turret fire etc.)

Yep Samheyn, I'm here to report the exact same thing in Beta 4. The other Confees are actually quite effective at taking down the capships themselves (although the player is still necessary, the Dralthi will bore straight in on the Longbows without your intervention).

The break is much improved, and does stretch out just enough to see the Kats arrive.

My quibble is that it doesn't seem clear that the player should be looking in any direction, you know what I mean? I know that the jump point is there and can find it after looking around enough but I think the way it is now a lot of people will miss that event entirely and not see it. Is there any way I wonder to have some indicator of where the player should turn his head to see that fleet arrive? It's quite a nice moment and it'd be a shame to miss it, plus it gives you something fun to look at while you wait for the dialog to continue.

We will give the player hints but we won't take him by his hand. So sorry, no additional indicators.

Beta 4, regular playthrough 1:

Attack run of the bombers on the first destroyer totally failed, so we shot it down with our normal guns. Charlie wing brought the second carrier down to 4% with their bombing run. The death message by the kilrathi gets inturrepted by sandman close to the very end, which sounds a bit unnatural. Can post about this in the audio sub forums if you want.

Open a ticket

Beta8 playthrough:

Everything seems to be all right. The difficulty remains very low and even if the thunderbolts and wingmen manage to kill most of the fighters on there own in no time I somehow was able to achieve the ace medal 😁 .

Destruction of the cap ships worked without any issues. Couldn't catch any further problems with messages interrupting each other.

I haven't noticed any problems except that I didn't receive any medal. Was that intentional? 10 kills and 1 assist btw.

Would be interesting to have a detailed list of which medals should be awarded under which circumstances.

Samheyn wrote:Would be interesting to have a detailed list of which medals should be awarded under which circumstances.
Agreed.

If you are testing medals please use a new pilot for that.

I've noticed that Pothead's death is a little bit too obvious. I recommend to let him die if he's closer to the Destroyer. Mantis Ticket is http://mantis.wcsaga.com/view.php?id=447

Can somebody shoot Pothead please to get the pissed off reaction? I don't understand a word he says. Doesn't sound like the text message for me. :? Then I noticed that Pothead lacks the name on his helmet as the only of the flight group. Seems quite inconsistent to me.

Also, at which part(s) is the mission supposed to abort when disobeying orders?

Also, what is "Bruiser away" supposed to mean? Never heard of that phrase.

Reading through damsons report, there are two opposed results when disobeying orders: - Damson says he had no way returning to the Hermes. - I could return to Hermes without trouble. I just assumed that's correct.

Also, the description of the second path didn't state that it results in defeat. So what's going on here?

TParis wrote:Reading through damsons report, there are two opposed results when disobeying orders: - Damson says he had no way returning to the Hermes. - I could return to Hermes without trouble. I just assumed that's correct.

Also, the description of the second path didn't state that it results in defeat. So what's going on here?

TParis, how did you test the "disobeying orders" path?

After destroying light carrier and destroyer the Kilrathi fleet jumps in the system. The command is given to withdraw, if you disobey and proceed toward the incoming fleet the fighters will be deployed and your flight will disengage and you will be left behind - the autopilot light will turn off and you will not be able to engage the AP. So there is no way to return to Hermes, so no debriefing.

BTW, these kind of posts shold be in the Space Combat -> specific mission thread so not to clutter the greenlight thread.

There is no point in having two different active threads discussing issues of the the reports posted HERE. But well, posts can easily be moved in phpBB. 😉

After destroying light carrier and destroyer the Kilrathi fleet jumps in the system. The command is given to withdraw, if you disobey and proceed toward the incoming fleet the fighters will be deployed and your flight will disengage and you will be left behind - the autopilot light will turn off and you will not be able to engage the AP. So there is no way to return to Hermes, so no debriefing.
I just left the range of those fighters and engaged auto pilot (even though the HUD element didn't light up).

TParis wrote:I just left the range of those fighters and engaged auto pilot (even though the HUD element didn't light up).
I'm gonna check it again and report back later.

TParis wrote:Also, what is "Bruiser away" supposed to mean? Never heard of that phrase.

Firing an Anti-Ship missile.

Figured taht out by no. Still, thanks for the info. 😊

@TParis: Please mark any incomplete entries in your greenlight reports red and give the mission an overal status of red. Otherwise it is hard to spot that something isn't green yet. Check the other tester's posts for examples.

Aye. I still expect some feedback on the supposed mission outcome when ignoring Kettle's orders. Are you supposed to flee (and win by doing so) or to lose?

And what is Potthead saying (check my report)? I will update my report once I get more info. Gonna file mantis tickets asap.

If you disobey orders, there is no way to come back to the Hermes.

For Pothead we went for an Aussie accent, which works pretty well. I can understand clearly what he says and Idon't have English as my first language!

I think he means just one particular line. THe one Pothead says when you fire at him.

I haven't checked persona messages in terms of QA yet. Will do once all effects are in place. Some takes might be damaged or sound "cut off". The only workaround is to adjust those takes manually.

Did I get this right and there is a scripted death event after some time when the player decides to fight the cat fleet ? Flew to the fleet and retreated as soon as they started fighters. After I depleted my afterburners I turned and destroyed all incoming fighters. After some time my ship exploded without warning. It's the way it is meant to be, isn't it ? 😁 For those guys who still didn't notice that they did something stupid...

Pretty much yes.

Updated my report now that I know that the mission is supposed to be unwinable after being left behind by Kettle and the rest: viewtopic.php?f=14&t=220&p=2916#p2916

Gonna file mantis tickets after I have gotten some sleep. Good night.

FekLeyrTarg wrote: Tech Entries: Uncertain There are new entries about the Yorktown, Sha'Kar, Turret Mines and the Naval Base. Are they supposed to be added?

Are you saying that after restarting the campaign, after mission 1 these are not present, and after mission 2 they are?

KeldorKatarn"]Uncertain There are new entries about the Yorktown, Sha'Kar, Turret Mines and the Naval Base. Are they supposed to be added?

Are you saying that after restarting the campaign, after mission 1 these are not present, and after mission 2 they are?

Yes, I am. Before, there were only the fighters and the shuttle. I've just tried to recreate it but it didn't work. It must be some sort of rare bug. Has anyone else experienced this? Mantis Ticket 0000690

Edit:

Tolwyn wrote:He actually does say "You really think it is a good idea?"
I've checked out 02_greywolf_01.wav with Audacity. I can hear the word "You" there but just barely. But I think that should be ok.

Exterminator17 wrote: Comment: Confirmed earlier reports about Psychopaths comments to the Captain. Sounds like it was made "Under his breath" but not transcribed.
That was also my thought but personaly I'm uncertain about this.

It's deliberate. ➡️

nickh46 wrote:It's deliberate. ➡️
Ok, thanks. I'm setting the comms to green. 😊

We added a "(unintelligible)" to the text, to make this more clear.

KeldorKatarn wrote:We added a "(unintelligible)" to the text, to make this more clear.
Sounds good to me.

Okay starting all over again...

All went fine. The bombers staying in the explosion of the Destroyer looked a bit like unrealistic behavour but okay...