Children of a Dead Earth

Children of a Dead Earth

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Mars Defense
   
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17 Sep, 2022 @ 3:20am
10 Jan @ 2:42am
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Mars Defense

In 1 collection by Echo
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Description
Description

This one-mission campaign is meant as an alternative version of vanilla campaign's first comical relief mission, i.e. Solar Ties.

Briefing:
  1. Ignore the precision combat badge. Kill the enemy ships, don't disable them.
  2. All assets are mission critical. Don't lose a single ship or station.
  3. Plan intercepts for both of your frigates, then check in how many minutes each of them will enter combat. Make sure that the time gap between the two is long enough to fully resolve the combat engagement that happens first.
  4. A fleet must be stationkeeping if you want to set it as frame of reference and make another fleet be able to match its orbit and join with it.
  5. Join all the ships you're given command to into a single fleet first, then join this fleet to the Methane Depot. Don't join a Laser Frigate to the Methane Depot if it, the other Laser Frigate and both Small Methane Tankers aren't all joined together into a single fleet first.
    6 Comments
    SoulWager 10 Jan @ 11:19am 
    I did have to redo the combat portion of the mission a couple times figuring out how much time and dv to use for the first encounter such that the second encounter of that ship wouldn't end up on a collision course with mars after the combat. If you ever feel like spending a lot of time on this, my suggestion would be to make that collision course a forced outcome, and split the cleanup and consolidation portion into a second mission, where you have to refuel the ship before it hits the ground.
    Echo  [author] 10 Jan @ 5:12am 
    In addition to that, there are a lot of orbital maneuvers that players have to plan in this mission, and each of them requires a lot of time to set up right. I can't ask players to plan several maneuvers again from scratch because the combat is hard enough that they got unlucky and lost the last combat engagement.
    Echo  [author] 10 Jan @ 5:12am 
    Regarding combat... Nippon Prime ships are a joke. One way to make combat hard against Nippon Prime ships would be to give the player tutorial-grade ships, or worse than that: the Patrol Ship is better than the Corsair, for example. But Solar Ties is the 4th to last mission in the campaign, and people would expect to command better ships than that. The way I set up this mission is also an obstacle against hard combat: intercept speeds are relatively high, so the time from combat start to hitting the merge is low. And you are forced to kill all enemy ships within this short window, because you don't have the dV nor the time to successfully plan a re-intercept maneuver (maybe you could, but then you'd lose the mission for other reasons).
    Echo  [author] 10 Jan @ 5:12am 
    Thank you for the feedback! I unwillingly reintroduced that bug regarding gold in version 3, and I fixed it in this new version that I published a few hours ago. It showing silver at mission completion and gold in the mission list afterward is odd indeed, but there's nothing I can do about that.
    SoulWager 10 Jan @ 12:23am 
    Oddly, despite the silver rating at mission completion, it shows up as gold in the mission list afterwards.
    SoulWager 8 Jan @ 10:44pm 
    I like that you've tried to make a more difficult mission, but it felt more like a memorization puzzle than a combat scenario.

    the change to allow gold doesn't seem to have worked: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3403728539