#Battle of the Mountains - North Escalation

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sinful gazelle
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This is a rather wild game of escalation that takes place along the north eastern side of the map. The staple of this mission is the inclusion of two large custom airbases situated on the side of two different mountains. While, given the restrictions of Nuclear Option, you are unable to respawn at these, feel free to use them to rearm. These are heavily defended and difficult to crack.

  This mission has been play tested by myself, mainly on the Primeva side, thus there may be a few bugs. I'll do my best to fix if they arrive but the objectives should work seamlessly. I have also balanced the air defenses around singleplayer. However, I could see this mission easily supporting a 4v4 in PVP. 

  As you move through the objectives, reinforcements may spawn to help with the next. Last, I recommend destroying the munition trucks next to the hangers after your side has captured the international airfield. Otherwise, the AI will waste resources trying to spawn here. 

 Hope you all enjoy.
sinful gazelle
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Attacking this bit is a difficult one.

inland hatch
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can't even have shit in hostomel😭😭😭

errant aspen
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i love how the camera at the end follows the apc

inland hatch
sinful gazelle
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yeah... that uh. That'll happen.

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Slowly trying to work on a balance patch for it. Current issues is FPS tanks at the latter half of the game. Too many vehicles interacting I suppose.

Also the airbases are a bit of a nightmare to fight without a Medusa.

sinful gazelle
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Updated. Should run a bit better after the first minute. It still may get bogged down after a bit if the vehicle spawns go unimpeded. Also you won't get ran over by tanks anymore... I hope.

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Gonna switch it to steamwork shop whenever the workshop decides to let me.

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For now.

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Enjoy

final mantle
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Fun mission, had some tanks getting stuck on the bridge due to blockage with wrecks, other than that pretty good! Too bad we can't spawn there...

sinful gazelle
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Yeah. It'd be sick and the groundwork is there so when we have the functionality, it'll be good to go. But it's just a waiting game for now.
It'd also be nice to be able to disable the 'international airport' rather than having to manually do it.

inland hatch
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Damn, this mission goes so hard if you put carriers on this mountain airbases. Not only do ai spawn on them and beautifully dive closer to the landscape, but because of their price these bases have become priority one for every single aircraft

inland hatch
sinful gazelle
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Dang I didn't even think of that for the new update. That ain't a bad idea. Might be able to blend it into the construction with a little bit of effort. Though I worry that the carrier air defenses will be a bit much.

errant aspen
sinful gazelle
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Gotcha. Will probably have to experiment a little with it either way because there are a little too many assets on this mission as is. Perhaps this is not a bad idear.

inland hatch
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Since aircrafts got a spawn point at new bases, maybe you could do third version of the map, with mountain bases only?

sinful gazelle
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Definitely would be possible to create something smaller scale and maybe a little less intense with the updating objectives. Probably be a lot easier to pick up and put down which would be nice.

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God I don't even wanna think how much the new city screwed up the road routes i set up

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But i could get rid of the 'carrier' next to the city and replace it with an actual carrier.

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only thing you loose with doing only mountain bases is you loose the main purpose of the long runway, which is landing the darkreach.

inland hatch
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Ifrit is Darkreach in it's own way

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18x 250kg bombs is no joke

sinful gazelle
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True. I just liked trying to land on the runway with the darkreach.

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I wonder if it was only the mountain bases if the balance would be shifted to BDF. Just because their air defense system allows them to engage much further away despite being 'less' intense.

sinful gazelle
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That was part of the goal yes

hybrid trellis
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currently making an unofficial update to this with working airbases; using the new carriers to make it possible to spawn from them

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looks a bit odd, but this is the best i can do (probably)

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only issue is that the ai LOVES to attack carriers and ONLY carriers, meaning the rest of the mission is kind of broken if you're playing with only ai; should work perfectly with players

hybrid trellis
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also if i may ask, why are we unable to spawn at north boscali? is it part of an event or are you not supposed to use it?

flat night
odd breach
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It's rather close to both mountains

misty oracle
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I love this mission because it shows how you need to know what you're doing to tackle this amount of air defense

hybrid trellis
misty oracle
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About to set a new completion record on this when I get on lol

sinful gazelle
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Lot has happened that has prevented me from being able to pop in an update the map. (Plus it needs some tweaking regardless when i come back).
As for the northern airbase. It was broken to allow for a balance of airbases. Whoever captures it first would get a major advantage in their ability to hit targets. Also it renders the use of the long runway on either mountain base useless for one team as they can spawn a bomber closer. This could be a feature but I also didnt have a method to balance how fast one teams ground units would reach versus anothers. So one team might accidently be prioritized.

Part of the mission was to destroy the hangers at the airbase to prevent AI from spawning in. That was about the only solution until I have the ability to outright disable the capture of an airbase.

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To do list if/when i pick it up will be converting the secondary runway on both bases to a carrier. (Likely some tweaks to BDF secondary as to prevent unfair SAM site).
General tweaks to improve frames while still having the full experience as compared to BotM LITE
Replace the 'carrier' in the city bay.
Likely rework road plotting in the city.
Introduce a REDFOR Carrier during the attack on the city.
Factories for ifrits.
Sekrets.

hybrid trellis
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do note that you'll probably have to tinker with the economy if you update

hybrid trellis
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when i get the time, i'm gonna do another update of this mission

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i mean, i feel like the update was MADE for this mission

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not to mention you can finally disable capture of airbases

odd breach
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Custom Airbases!!!!

sinful gazelle
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So

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I have returned. briefly for an update

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but not the fun kind

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sadly

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Custom Airbases in their current state struggle with how compact the mountain bases are

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Spent about 6 hours tinkering and had to change a lot just to get the aircraft to taxi correctly. And then they just decide to yeet themselves off the sides occasionally which is neat. I'm probably doin something wrong in some aspects but I can also tell the AI is struggling and likes to run into traffic jams.

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haven't even seen them try to land yet. The side airfield works alright. But also is definitely the source of some problems

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Hypothetically, could split the top field into two different airports and have the shelters work solely off of the ski jump but that be a task for a different day.

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Also pure shelters might not be a bad idea either as the AI loves to smack their nose into the Revetments

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Roads are certainly a little finicky at this scale as well. Deleting becomes a pain sometimes. And setting up the ends of the runway really likes to soft lock the process.

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Hopefully a mini patch can come out and fix a couple of the things to make the bases a little more viable. For now, I just get to sit on some wacky new ideas I have. Gonna keep the heart of the battle, but the new assets have certainly opened up some new opportunities.

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Hopefully I can keep the frames too

hybrid trellis
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could try to help ya with some of the custom airbases

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been weird for me too, haven't been able to work with them since editor feels so wonky to use

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i assume you have roads for the airbases?

sinful gazelle
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Yep. Trying to direct traffic is hard whenever they looove to just B-line it to the nearest runway, ignoring the roads that tell them to go around

hollow loom
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hoping for this masterpiece to come back πŸ™

hybrid trellis
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πŸ™ πŸ™ πŸ™ πŸ™ πŸ™ πŸ™ πŸ™

sinful gazelle
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Got some ideas. Not promising anything just yet, but at the very least, I am back in the editor.

sinful gazelle
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current idea is gonna be quite the rework as the new assets allow me to create something far closer to what was initially planned. Boscali's AF is to be remade in a slightly different spot to prevent the dominance of its anti-air battery over the bay. Gonna play around with an enclosed hangar space. Carrier fleets will be introduced. Objectives will vary more with a water based enrichment facility and long-range radar station. AI flights will be a bit more limited outside of triggered events.

Biggest thing for me is nailing down the balance to feel like you're a part of a greater operation while:
1 - Not burning your CPU down
2 - Not inducing missile hell
3 - Allowing support aircraft like the Medusa and Tarantula to shine
4 - Allowing the player to feel valued no matter the chosen aircraft
5 - Making some cool stuff to blow up

It's definitely a hard list to meet, but I think with a heavy scripting hand and a good bit of testing, it could work.

sinful gazelle
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wacky with the new flat platforms

sinful gazelle
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Boscali has quite the field now. Definitely some sketchy takeoffs but at least they get up. Plus they properly taxi inside the covered hangar space.

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The darkreaches love to just eject rather than attempting to land. I do wonder if there is a minimum field length for them

sinful gazelle
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Airport customization continues to be screwy. As it would turn out, aircraft will prioritize the nearest road based on which is earlier in the alphabet in a certain radius before attempting to follow a road.

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at least that is my hypothesis. Namely because any aircraft spawning in the upper deck tries its absolute hardest to find a way down to the lower airport's roads rather than going to the avaliable runway.

sinful gazelle
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Bit of a revamp on the ol base to bring it up to speed. Destroyers make this airbase quite the threat to conquer. Plus long range artillery to help clear the way.

sinful gazelle
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good god there is so much new stuff. I'll be a honest for a second. Sorta stalled out at the finish line as I lost my momentum once i hit the mission phase of work.

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Thus, I haven't completed the actual mission. Play testing and balancing is quite time consuming and given the scope of what I wanted to do with the mission, I haven't yet found the time to complete it.

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The general gist was

Boscali Carrier is capturable. Set it so when it captures, the carrier becomes 'Online' and sets sail.

Prim Two-Pronged Assault. Capture Northern Civilian Airfield. Resecure South AF after fleeing Boscali forces arrive

Move to Assault City.

Jamming Network prevents understanding over the mountain.

Boscali. Last flight flees South Boscali AF to the North. New AF north of the last mountain? Regroup. Defend the Civilian Airport. Hold until the Carrier is active and can begin moving out. Protect the city.

Wacky weird INTERNATIONAL NUCLEAR REFINERY in the bay for fun. Big target for the Prims.

Also a big radar station with the northern civilian AF.

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lot of steps to iron out to make it fun and playable. Also the powerscaling of a fleet is wacky. Especially without surface based anti-ship defenses.

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But, I figure I got the major buildings done and one of the new Airbases fully functional (Aspera Fortress doesn't like to pathfind correctly. Thus the taxiway is currently unfinished as I was experimenting with fixes.)

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So if anyone wishes to play around with the structures, here's the mission

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Bit of a mute end, but with the new tools and scenery pieces, I'd like to see what else I can make. At the very least, my time creating absurd airbases is far from over.