Difference between revisions of "Operation Savior"
m (fix link) |
(→FREDder's Notes) |
||
Line 14: | Line 14: | ||
==FREDder's Notes== | ==FREDder's Notes== | ||
− | I overcompensated from my previous campaign being too easy. Turn down your difficulty a notch when playing. | + | I overcompensated from my previous campaign being too easy. Turn down your difficulty a notch when playing. |
+ | |||
+ | Some effort was gone to prevent the usual scenario of a ship being able to manuver and fight to its best ability no matter damage in this campaign; in addition most enemy ships that aren't earmarked for later destruction in FS2 (and there are several; see if you can spot them) can be destroyed, but a number of them will jump out unless disabled first. | ||
==Related Links== | ==Related Links== |
Revision as of 23:37, 17 November 2007
General
Staff:
- Ngtm1r: Storyline, FREDding, playtesting.
Mods included: What the heck is a mod?
Number of Missions: 5
Description
Force entry into Polaris in the early hours of the NTF Rebellion, rescue loyalist elements of the 6th Fleet and Polaris System Defense Force, and escape with your life.
Notes
FSO required. Installation as standard, drop in a folder in your FSO directory and use -mod command line. Beware of lurking table files in your data folder.
FREDder's Notes
I overcompensated from my previous campaign being too easy. Turn down your difficulty a notch when playing.
Some effort was gone to prevent the usual scenario of a ship being able to manuver and fight to its best ability no matter damage in this campaign; in addition most enemy ships that aren't earmarked for later destruction in FS2 (and there are several; see if you can spot them) can be destroyed, but a number of them will jump out unless disabled first.