Difference between revisions of "Escort Missions"
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− | + | A mission in which the player must defend at least one friendly target until it completes a specified goal is called an '''escort mission'''. Defending a ship until it reaches a [[jump node]] is a prototypical example of an escort mission. | |
− | Here are some hints for making escort missions: | + | Here are some hints for making escort missions: |
− | *List the ships you need to protect in the Escort | + | *List the ships you need to protect in the Escort List. Set the priority level in accordance with the importance of the ship. The more critical a ship is the higher Priority value it gets. Priority values range between 1 and 100. The set-priority SEXP allows you to manipulate Priority values in-mission. Use this if the situation demands it. Setting Priority to 0 will remove a ship from the Escort List. |
− | *Use the Near Ship | + | *Use the Near Ship feature for arrival conditions. It makes the position of all attacking waves unpredictable. Without Near Ship, a player is able to observe the exact position where enemy ships come, making the mission a lot easier than expected. |
− | + | *Use the good-secondary-time SEXP to artificially choose what kind of warhead the AI should use and when. Use the good-secondary-time SEXP to order the ships to use their Trebuchets when they are out of the range of heavy bombs. As soon as they get close, using Cyclops warheads is better. | |
− | * | + | *Pay special attention to mission balance. Make the mission bearable and beatable. A too easy escort mission is a target practice at best, and boring at worst. Some players might find an overly hard challenging, while others would despise it. |
− | * | + | *Hostile bomber escorts need to be powerful. Otherwise, your wingen will take them down without a problem. Force the player to attack the fighter escorts otherwise he will lose many of his wingmen, which, in the long run, will cause trouble. |
− | * | + | *Reinforcements. If you think your mission might become too difficult, it is a good idea to make reinforcements available. |
− | *Reinforcements. If you think your mission might become too difficult, it is a good idea to make reinforcements available. | + | *Bombers and their escorts must be together for best effect. The Near Ship trick hss one serious setback compared to just using the Hyperspace arrival location: bombers and their fighter escorts do not arrive at the same time from the same position. This way, only the first wave of bombers and fighters will arrive simultaneously. To remedy this, using multiple one-wave wings should be considered. You can control each wing's arrival conditions in a way that will make the bombers and their escorts arrive at the same time. To ensure they arrive from the same position, use the "Near Ship - <Bomber 1>" formula for the fighter escort wing. Obviously, the escort wing must arrive at the same time or shortly after the bombers in order for the Near Ship condition to work. |
− | * | ||
[[Category:FRED Tips]] | [[Category:FRED Tips]] |
Revision as of 19:42, 27 June 2008
A mission in which the player must defend at least one friendly target until it completes a specified goal is called an escort mission. Defending a ship until it reaches a jump node is a prototypical example of an escort mission.
Here are some hints for making escort missions:
- List the ships you need to protect in the Escort List. Set the priority level in accordance with the importance of the ship. The more critical a ship is the higher Priority value it gets. Priority values range between 1 and 100. The set-priority SEXP allows you to manipulate Priority values in-mission. Use this if the situation demands it. Setting Priority to 0 will remove a ship from the Escort List.
- Use the Near Ship feature for arrival conditions. It makes the position of all attacking waves unpredictable. Without Near Ship, a player is able to observe the exact position where enemy ships come, making the mission a lot easier than expected.
- Use the good-secondary-time SEXP to artificially choose what kind of warhead the AI should use and when. Use the good-secondary-time SEXP to order the ships to use their Trebuchets when they are out of the range of heavy bombs. As soon as they get close, using Cyclops warheads is better.
- Pay special attention to mission balance. Make the mission bearable and beatable. A too easy escort mission is a target practice at best, and boring at worst. Some players might find an overly hard challenging, while others would despise it.
- Hostile bomber escorts need to be powerful. Otherwise, your wingen will take them down without a problem. Force the player to attack the fighter escorts otherwise he will lose many of his wingmen, which, in the long run, will cause trouble.
- Reinforcements. If you think your mission might become too difficult, it is a good idea to make reinforcements available.
- Bombers and their escorts must be together for best effect. The Near Ship trick hss one serious setback compared to just using the Hyperspace arrival location: bombers and their fighter escorts do not arrive at the same time from the same position. This way, only the first wave of bombers and fighters will arrive simultaneously. To remedy this, using multiple one-wave wings should be considered. You can control each wing's arrival conditions in a way that will make the bombers and their escorts arrive at the same time. To ensure they arrive from the same position, use the "Near Ship - <Bomber 1>" formula for the fighter escort wing. Obviously, the escort wing must arrive at the same time or shortly after the bombers in order for the Near Ship condition to work.