Brimstone 1

Forum ▸ Space Combat

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

I'd much rather be flying an Arrow in this one, hell if I were flying an Arrow I might even take on the cap ships 😊 other than that Maybe having you're flight lead be less aggressive. I may just be used to Independence War style game play. But flight lead just tore though every cat that showed up. Then again he is your flight lead.

I liked this mission as-is 😁

Right, a Arrow wouldbe fit more in this mission (Interceptor, Patrol Craft) but on the other side:

You fly 4 of 5 Missions in the Prologue in a Arrow ^^

alex1975 wrote:Right, a arror wouldbe fit more in this mission (Interceptor, Patrol Craft) but on the other side:

You fly 4 of 5 Missions in the Prologue in a Arrow ^^

The Arrow is used for intercept missions and long range recon patrols. For standard partols in the near area the Hellcat is just fine. (Not to mention that just about every type has to pull patrol duty at some point 😉 )

Yes sure. In WC3 the first patrol with Hobbes I fly a Hellcat ^^

OK I get few playthroughs today and here's what I have to say:

1. Losing the mission. Attacked the Carrier and Light Destroyer, got the Greywolf to eject, spent some time in Light Destroyer hangar hiding, I LOLed when one Dralthi got stucked inside trying to attack me. I blew him right off of course, as there were no place for 2 ships inside that hangar 😂 (side note: Destroyer have no shields active - is this supposed to be like this?) then ran for home. Mission failed - debriefing OK but there are no recommendations for the failed mission.

2. Traitor Got friendly fire on the transport at Nav 2. Mission ended before I could destroy it. Debriefing - OK, recommendations - OK.

3. Winning the mission Debriefing - OK, no recommendations due to mission success - OK

Other issues encountered (self explanatory screenshots - I hope 😉 ) 📎 [Attachment: wcsagabeta2-2.JPG]

📎 [Attachment: wcsagabeta2.JPG]

📎 [Attachment: wcsagabeta2-1.JPG]

Added to Mantis - bug report #129

damson wrote:OK I get few playthroughs today and here's what I have to say:

1. Losing the mission. Attacked the Carrier and Light Destroyer, got the Greywolf to eject, spent some time in Light Destroyer hangar hiding, I LOLed when one Dralthi got stucked inside trying to attack me. I blew him right off of course, as there were no place for 2 ships inside that hangar 😂 (side note: Destroyer have no shields active - is this supposed to be like this?) then ran for home. Mission failed - debriefing OK but there are no recommendations for the failed mission.

I added a recommendation to the mission for Beta 3. Also Greywolf doesn't eject, he dies. We just don't have the dying persona integrated yet 😉 That makes it more obvious why Sandman is in a lot of trouble if he messes up here, not to mention he betrays the hermes position.

Riding out in the hangar is of course something that you can always try to avoid the AI, However in this mission the enemy is still going soft on you to give you a chance to escape 😉

Plays as well as it used to which is good to see. The mission is a simple and straight forward mission with a fun tactical twist at the end. It's a good first mission and has been for some time. Any of the bugs that it used to have seem to have been worked out.

The only issues that still remain that I can see is that the mission briefing in the last few stages doesn't really change (stage 3-5 is the same).

Also it's unfortunate that Miss Sweeny says C-A-P instead of saying CAP.

Ice wrote:Plays as well as it used to which is good to see. The mission is a simple and straight forward mission with a fun tactical twist at the end. It's a good first mission and has been for some time. Any of the bugs that it used to have seem to have been worked out.

The only issues that still remain that I can see is that the mission briefing in the last few stages doesn't really change (stage 3-5 is the same).

Also it's unfortunate that Miss Sweeny says C-A-P instead of saying CAP.

Briefings will be replaced by cutscenes anyway, so the briefing is just a placeholder.

Ice wrote:Also it's unfortunate that Miss Sweeny says C-A-P instead of saying CAP.

I also noticed that. Should be changed, it's sounds weird when she say it like this.

damson"]

@Tolwyn: Can we pickup that one line?

Not a problem. The actress is currently on the move, but she should be able to knock out the rest of her lines soon enough. Somebody please open a ticket for this issue.

Done http://mantis.wcsaga.com/view.php?id=142

What little i can say about this mission, is that it has the feeling of a first mission on any WC game, which is great. Greywolf has no voice (i guess it isn't recorded or added yet). Went traitor and everything worked ok with that.

Like I noted elsewhere the biggest issue I had here was just with figuring out how to autopilot. Other than that I agree it's a great introductory mission and fits perfectly in the vein of other "first patrols" in the series.

I think what'll jump out at people is how it doesn't at all "feel" like Freespace at all. The interface is completely different, the action plays differently, and it's almost like "going home" for me. I was glad to learn FS2 won't be required to play. It wouldn't feel right if it was.

The difficulty was fine. Not at all overwhelming... People who play the prologue beforehand may feel like it's a bit easy but you know, that's ok. You're coming off a very dramatic moment from the end of the prologue, I think it's great for a narrative to proceed from lows to gradually increasing highs.

Beta 4, regular playthrough 1:

No major anomalies detected. 😉 Clicking "Recommendations" in the debriefung doesn't do anything though (which it does in the following mission).

Open a ticket

TParis wrote:Beta 4, regular playthrough 1:

No major anomalies detected. 😉 Clicking "Recommendations" in the debriefung doesn't do anything though (which it does in the following mission).

Under which circumstances does this happen. Win or Loss?

I've decided to disobey orders to retreat at Nav 4. I've noticed that, after Greywolf had been killed, the Dralthis, even the 2nd wave, don't even try to pursue you. They just keep hanging around.

Also I've noticed that, even I disobeyed orders, I got the Ace of Aces medal. It seems a little bit illogical to me.

I've decided to disobey orders to retreat at Nav 4. I've noticed that, after Greywolf had been killed, the Dralthis, even the 2nd wave, don't even try to pursue you. They just keep hanging around.

Also I've noticed that, even I disobeyed orders, I got the Ace of Aces medal. It seems a little bit illogical to me.

Otherwise there seem to be no issues.

Couldn't stop myself from doing another short mission so:

FekLeyrTarg wrote:I've decided to disobey orders to retreat at Nav 4. I've noticed that, after Greywolf had been killed, the Dralthis, even the 2nd wave, don't even try to pursue you. They just keep hanging around.

confirmed

FekLeyrTarg wrote:I've decided to disobey orders to retreat at Nav 4. I've noticed that, after Greywolf had been killed, the Dralthis, even the 2nd wave, don't even try to pursue you. They just keep hanging around.

The Dralthi hang around on purpose, otherwise the player has no chance to outrun them to get home.

FekLeyrTarg wrote: Also I've noticed that, even I disobeyed orders, I got the Ace of Aces medal. It seems a little bit illogical to me.

good point. I'll correct that.

Edit: Nah... won't correct it. I cannot prevent kill based medals from being awarded. And looking at it objectively... he wasn't court martialed, just transfered. So he would get the medal if he got the kills.

Alright, I've restarted the campaign with a new pilot. Nothing new to report. Received the Ace Medal.

Question regarding possible mission paths and associated debriefings:

Possible paths:

  • Obey orders[/*:m]
  • Disobey orders then return into formation after Greywolf's warning[/*:m]
  • Disobey totally and lose the mission.[/*:m][/list:u]

    Does each of the first two paths should have separate debriefing?

    Info needed for greenlighting the mission.

damson wrote:Does each of the first two paths should have separate debriefing?
There is no difference between these two.

@Stinger: Regarding your greenlighting report: Remove the last point about the cloned pilot, that is nothing mission specific. Also please remove the traitor spelling error from the mission report. The traitor debriefing is defined outside of the mission so it isn't mission specific (it is still a bug of course, just not important for the Brimstone 1 greenlighting). Thanks for spotting these however.

@Stinger: The fighters after Greywolf's death are supposed to turn tail. Otherwise the player could not retreat. (If you need any in-universe explanation: They let Sandman escape so he'll lead them to the Hermes) So this is working as designed. I am open for suggestions how to do this better however. Having them follow the player is not a good idea though. We cannot offer the player the option to retreat and then let enemy fighters make this impossible for him (he might not have afterburner fuel left!)

KeldorKatarn wrote:@Stinger: The fighters after Greywolf's death are supposed to turn tail. Otherwise the player could not retreat. (If you need any in-universe explanation: They let Sandman escape so he'll lead them to the Hermes) So this is working as designed. I am open for suggestions how to do this better however. Having them follow the player is not a good idea though. We cannot offer the player the option to retreat and then let enemy fighters make this impossible for him (he might not have afterburner fuel left!)
Good point - I'll think about a different solution, but as you describe it, it's only logical. The problem is that the fleeing Kilrathi sacrifice their lives the moment they turn tail because I destroyed every single one of them before the new fighters even started from the carrier 😊

Well it is the first mission and we don't want the AI to be overwhelming the player right off. The punishment in this mission should only be Greywolf's death. In mission 2 it is already your own, because in that mission the fighters don't turn back.

FekLeyrTarg wrote: Traitor Ending: RED Can't get traitor ending when firing on Capships.

You not being able to do enough damage to trigger it doesn't mean this is broken, only that you didn't fire long enough. The ending triggers just fine. Please set to green and keep testing more "well defined" from now on. Not everything that doesn't work right off is the fault of the game.