Sea Power

Sea Power

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Stewing in the Med
   
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2 Dec, 2024 @ 7:43pm
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Stewing in the Med

Description
(LONG MISSION. Est 4Hrs)
4 Star Difficulty

The Mediterranean is a cauldron of tension as NATO scrambles to protect precious top-secret cargo bound for a secure destination. Three NATO cargo groups must navigate a treacherous route, shadowed by heavy civilian traffic and Soviet spy ships feeding intelligence to an aggressive enemy. The USSR has mobilized a submarine force with the singular goal of sinking the convoys, while a separate Russian task force has entered the region to support joint Libyan and Syrian naval "training" operations. Though not expected to target the cargo ships directly, their presence further complicates an already dangerous mission. NATO's response includes Mirage F1 air support from Greece and Spain, Italian P-3 patrol craft, and a NATO SAG group entering the region to bolster defenses. French, German, and Portuguese diesel-electric submarines are converging to reinforce the convoys, while Libyan and Syrian joint naval forces enforce a perilous "no-entry zone," threatening to escalate the conflict.

In Game Objectives:
1) Escort three NATO cargo groups safely to the rendezvous point north of Libya.
2) Ensure the survival of at least four of the eight cargo ships.
3) Protect the SSBN Nathan Hale—its survival is non-negotiable.
4) Entering the declared no-entry zone or initiating hostilities with Libyan or Syrian forces will escalate tensions into full-blown conflict.
5) Destruction of spy ships will likely provoke a response as well. Locate the ships and move your fleet away from it. Again Destruction of these ships will escalate matters and escalate the distant USSR fleet.

Flow of the mission and some creator notes are:
-Protect NATO Cargo ships to the safe area, use smaller subs to listen for incoming torpedoes. You're gonna be hunting A LOT of subs here. Keep in mind there are neutral subs, best to make sure who you're shooting at before just sinking all submerged contacts.
-It can be a slow burn at times, especially when the game caps the time to 10x. Why its a longer mission, especially when neutral military vessels switch to red. However, it should keep interesting, especially if the USSR fleet activates (it can cause an unexpecting game over).

Current Issues:
It's a long mission, and I'm finding after a few hours or so, mission messages don't appear. The victory condition does still kick off once 4 ships get to the safe area.
However the ones to alert the player of the following events may not kick off.
While I think I fixed it, sometimes Libya and Syria fleets will decide to flip sides without destruction of their vessels. Was probably because I added the planes to the action trigger and when they landed, they got "Destroyed".


Sorry for spoilers, but figured it's best to explain why things happen until it gets fixed.

Destruction of Neutral surface warships/subs - They turn Hostile after
Entering the no entry area of Libya - They turn Hostile after
Destruction of at least 1 spy ship - Distant USSR Fleet activates
Destruction of 3 USSR subs - Distant USSR Fleet activates