Strike Missions
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Revision as of 17:03, 7 June 2005 by 81.182.81.212 (talk)
Strike Missions
Here are some hints to follow while making Strike missions:
- Do not forget to put in the ship(s) you have to destroy into the Escort List
- Strike missions should involve a lot of friendly forces as well as hostile ones. Four fighters in Alpha wing facing a hostile cruiser and eight other fighters is hardly considered to be a strike mission
- If you want the player to attack an installation, encircle it with sentry guns, unless you have a reason why there should not be any.
- Balancing the rank rate between friendlies and hostiles is very important. Strike missions cannot be as tactical as [Escort Missions], the more powerful force domintes and wins
- If you can afford, have a single wing of patrol fighters and launch the other wings later. The enemy is not able to respond to a fast and unexpected attack by launching a dozen of fighters after 20 seconds. Unfortunately, mission balance sometimes demands hostile fighers being launched as soon as possible. Try to compensate by placing sentry guns, cruisers or perhaps a corvette
- If you can, give the player fighters of both fighter and bomber classes to let him choose which role he prefers. This also demands you to test the mission more intensively, but giving the player a choice like that can only make you good
- The 'defensive team' must do everything to win the battle. Have some bombers deployed also, even if there are no hostile cruisers present. There are three reasons why:
The attackers may deploy any cruisers, corvettes or warships at any time
Bombers can still face heavy attack fighters and even destroy some of them with their Harpoons or Tornadoes.
*They can unexpectidly attack and surprise the attackers' bombers with their Trebuchets.
Lastly, but most importantly:
Thou shalt not make a Battle of Endor-scheme mission.