Nuclear Option

Nuclear Option

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Road of Conquest
   
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16 Nov, 2024 @ 7:32pm
25 Mar @ 7:48pm
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Road of Conquest

Description
ok heres the important stuff

FEEDBACK IS HIGHLY APPRECIATED; This mission's development has almost entirely relied on feedback and survey from the community. i read everything

Rearming your carrier and destroyer is an extremely powerful boon: Simply having them armed allows for both long range ir defense (mmrs, stratolances, etc.) which is incredibly helpful if you wanna keep your carrier or destroyer alive. Rearming the destroyer means free cruise missiles

THIS MISSION IS MADE FOR MULTIPLAYER: More specifically, mid-large size multiplayer servers, but playing with little people or alone will both be incredibly boring and weak. the ai in this game is retarded, don't rely on them as a proper enemy

LYNCHPINS ARE YOUR FRIEND: Lynchpins are incredibly cheap, and incredibly easy to kill enemy ground units with. You probably already knew this, but a ton of people don't

USE NUKES WISELY!!!!! NUKE PRODUCTION IN THIS MISSION IS SLOW!!!!!! It may seem redundant, but two bombs of 1.5kts can literally end the game. For reference, nuke production is 3 nukes every 1500 seconds

ok thats probably all the important stuff

Mission Summary
A single highway linking the North Boscali and Maris airbases sets the stage for an intense, and seemingly endless ground war. Along the way, you'll find numerous vehicle depots, air defenses, helipad FOBs, and a wide variety of ground vehicles. Add the heavily fortified coastlines, and even complemented by a destroyer and carrier for each team, and you'll find many opportunities for different playstyle. With a finely-tuned economy in play, each player absolutely must think strategically, leveraging their team's aircraft production to exploit and whittle the enemy's ground, air, and sea superiority; thanks to the air production being placed in the back towards the air bases, as long as the factories stay somewhat alive, you'll always strive the same.

The only objective? Destroy the enemy's factories.


heres my design philosophy stuff i wrote and posted on the discord if you wanna read it (note that as of 0.29.3, half of this is essentially voided thanks to the reserve system finally being fixed)

This mission supports and rewards both casual and competitive gameplay; If you die alot, play slowly or at your own pace, you'll still have as many airframes as you'd like (assuming you have the factory production to keep up with it), and not be far behind the general playerbase by reserving chicanes; however, playing consistently well, getting kills, surviving, etc or just being a skilled player, you'll be ahead of everyone else economically, in rank, and in airframes
This mission also supports and rewards different playstyles: While you may initially think of using the southern waterway to push or fly over the middle road, the mountain and the north flank are both opertunities to choose from; there are also plenty of airspace with both defensive and offensive geography to do CAP, more than enough vehicles and buildings along the road to do CAS, plenty of radars to do SEAD, do whatever the hell you want, the choice is yours
The economy and production in this mission have been refined and iterated dozens and dozens of times. the production especially, has been set up to scale with aircraft price. Reserving one expensive airframe will still have the combined reserve time of a bunch of cheaper airframes, so reserving an expensive airframe will have about the same weight as reserving a cheaper airframe. The only and biggest reason you have to rank up and reserve more expensive airframes is the power to have exclusive reserves; while all the rank 2s might be reserving compasses and chicanes, as a rank 4 you'll be able to reserve medusas and ifrits privately, not having to deal with the increased demand. Economy has also recieved similar tweaks; you WILL lose money, reserves, and time if you die.
Finally, this mission supports and rewards teamwork; you can choose what to do, but having people fill needed roles over different fronts of the map can absolutely lead to an easier victory; flying a sortie with a buddy can lead to way more increased survivability


shoutout to The Worst Pilot Ever, BelkaAlex, Mobius 6, and all the regulars who've been playing on my servers and missions, especially those who give the feedback needed to move this mission towards balance and being fun :)
11 Comments
B-319 UNSC 22 Mar @ 11:52pm 
i hear belka?
Campbell 4 Mar @ 1:52pm 
banger
topgun_757 20 Jan @ 10:10pm 
this came out sick
Calvin 18 Nov, 2024 @ 10:42pm 
Helped playtest this. In my opinion, base Escalation should be more like this.
Hotel Trivago 18 Nov, 2024 @ 3:57pm 
horseshoe crab yum
Hotel Trivago 18 Nov, 2024 @ 3:56pm 
If custom audio cues were possible it'd be fkn awesome for the opening riff of Sober to play on the first nuke detonation
drunk driving compilation #42  [author] 18 Nov, 2024 @ 2:29pm 
confirmed working
drunk driving compilation #42  [author] 18 Nov, 2024 @ 1:56pm 
not sure if mission is updating correctly, need someone to tell me if the mission is playable again
drunk driving compilation #42  [author] 18 Nov, 2024 @ 1:27pm 
fixed, new mission summary added in place of the old one
drunk driving compilation #42  [author] 18 Nov, 2024 @ 1:04pm 
thanks for the report; very weird that this is happening, definitely wasn't happening before