Oberan 5
Please post any problems or comments specific to this mission here.
No problems to report.
The first couple of engagements are fairly "easy" but things get more difficult when the destroyer shows up and starts lobbing cap ship missiles at the Wellington. The last nav point plays out just as I remember but for some reason it's just that much more visceral now. Upgraded graphics or something... anyways I was impressed with the whole Prologue experience. It's a change of pace from the last missions of the Darkest Dawn campaign but it's really top quality.
I've noticed that an auto-pilot linkup is not required - is that by design or should I file a ticket?
That's by design. Same behavior as in Brimstone 4.
This mission played much the same as I remember it the first time around. The biggest difference that I noticed is the presence of two Thunderbolts when it was all Arrows in the old version.
The fight with the squadron of Darket fighters was much less frustrating than I remember it used to be. I did notice that the Capship missile attack on the Wellington came from almost bow on ware as I remember it coming from the port flank in the old mission.
The attacking Ralarrad-class destroyer really got my attention because I remember how much trouble it was was in the prologue. In this case I was lucky enough to destroy its missile launcher on my first pass and then take out its forward turrets after which it went from being a threat to a target. Easy picking for six Confed fighters. The destroyer's Darket escort was not up to the task of challenging us.
The last Nav point against the two Fralthi II-class cruisers was quite similar to how I remember it occurring in the old one. The presence of the two Thunderbolts presented the biggest difference that I noticed plus the comm messages. I may be mistaken but it also seemed like the volume of missile fire directed at the Wellington is greater than it was before.
The arrival of the Dover and the Juneau came just as it should. I did not see if the Dover and Juneau launched there own fighters after they arrived but I know they did in the old version. The concentrated fire of the to Confed CA's worked beautifully. The Kilrathi cruisers did look a bit odd as they seemed to do nothing to defend themselves from the Confed attack. I would have expected them the reverse course back toward the Dover and Juneau and try and counter attack them.
I did notice something, the turrets in the Kilrathi cruisers appear to be protected as I was unable to inflict any damage on them. In cap ship battles I often go after enemy ship's AMG turrets to reduce their threat to friendly ships yet here I could not do that. I can understand the issue of ensuring the player can not break the mission but it seemed rather blatant to me in this case.
I noticed one issue. After the player lands the screen briefly, maybe for 1 second or less goes to the debriefing screen before the cutsceen plays.
I have played the mini campaign and I must say that you did a great job upgrading the old missions. They fit nicely with the main campaign. I think they should be integral part of it. But as always it's your call. There are some minor mistakes mostly in dialog text vs. VO that I will focus on later during greenlighting (if nobody spots them first that is). The missions played well without any gameplay bugs sighted. I did noticed something odd about the asteroids here, and also noticed this. One last thing left to report is that in final cutscene we hear the voice of former voice actor of Kettle. I don't know if this could be changed at this point but I figured that I point it out anyway. Oh one more thing I remembered was the Sweeney voice in the mainhall of the Wellington but I think someone reported on it already. Good job on Prologue missions ➡️
The cutscenes all received their final sound mixing yesterday. Including the new monologue for the Behemoth desastser cutscene and Kettle's new voice for the prologue outro 😊 You didn't think we'd overlook something like that, did you 😉
KeldorKatarn wrote:The cutscenes all received their final sound mixing yesterday. Including the new monologue for the Behemoth desastser cutscene and Kettle's new voice for the prologue outro 😊 You didn't think we'd overlook something like that, did you 😉Of course not! 😂 But sometimes when you tweak every little detail you can lose sight of bigger picture. You have to be vigilant all the time 😉 BTW noticed Tolwyn's new avatar - getting used to becoming famous I see 😁
Just kidding...
Greenlighting question: It's not possible to trigger traitor ending - I take it that is by design as well?
Yes. All ships in that mission are invulnerable, so you can't wreak havoc anyway.
P.S. You really love reporting spelling issus, don't you? 😂
Tolwyn wrote:P.S. You really love reporting spelling issus, don't you? 😂Seriously - I hate it 😊 But if I don't report it in single tickets, I'm losing track of already reported ones, so sorry for my spamming 😉
Another thing: The greenlighting post states, "Mission must grant the Flight Training ribbon upon success (wellington dies at the jump point)," however the outro cutscene plays and the campaign ends. Now, what is the correct behaviour?
A campaign always ends withtout a debriefing (that's also why we block traitor in this mission and M50. it would end the campaign without a way back)
you can check whether you got the ribbon by checking the medal screen in the barracks after the campaign is over.
I must say that this version of this mission is are more dramatic than the demo one, especially with loosing the T-Bolts, the Wellington trying to run the blockade and the music. I noticed that all turrets are still there and intact. In the demo version, the Wellington did have only half her turrets. There's also an issue with one of Kettle's sentences: http://mantis.wcsaga.com/view.php?id=1279
Ticket for the not half destroyed turrets please
KeldorKatarn wrote:Ticket for the not half destroyed turrets pleaseFixed
Just a little headsup: due to removal of half the turrets on the Wellington, the balancing of this mission will change. It should be possible now to trigger the losing path.