#Zero Defcon Thirty

61 messages · Page 1 of 1 (latest)

sick bay
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Pilot an attack UH-90 Ibis on a daring night raid to capture and destroy key objectives, in support of an escalating ground, sea, and air invasion. (Singleplayer, 20-30min)

https://steamcommunity.com/sharedfiles/filedetails/?id=3688156707

Notes:

  • Respawn is disabled at the start and endgame. Mid-game respawn will prevent the Mission Failure from triggering in the event of death during the endgame (no-respawn soft-lock).

  • Infantry Squad required to capture objectives, may require respawn/restart if damaged to non-functionality.

pseudo girder
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Oookaaay. Time to check it!

sick bay
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I hope it isn’t too difficult. It can be easy to get killed or crash from one wrong move.

I intend to make a few small changes to timing, but the enemy count and spawn rates are where they should be.

pseudo girder
pseudo girder
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Find moment which require correction... When captured first objective. Spawning helicopters. Main moment for correction - give chance(time) players to clear both SAM sites until allies helicopters destroyed

pseudo girder
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Also you need place transport objective not for 12Tonns truck. Ibis cannot carry so heavy carggo anyway. Maximum what it can try to carry 10 tonns... Even in this case its overload...
Or you misclick and wanna will be player tranporting M12 jacknife to repair convoy?

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Deploy observers mean... Use infantry for capturing? 🙁 Need name it will be people understand better.
Deploy infantry observers

I deployed there ugv sam, but this wasnt what game wanna from me 🙁.
For time what i spend for deplyoing UGV sam, RTB and get infantry, AI captured feldspar.
After than was spawned hostile in airport...
After than it was recaptured by PALA...
After than it begin laggy for minute...

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Evac units from Ia120 not avalibe because they are underground...

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Good mission. Good concept

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Good for first attempt!

obsidian condor
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and um, I think you are kinda "overdo" it with 23mm, especially when "optimal" way from the river leads you into AAA trap where there is nothing you can do the first time its um... something

obsidian condor
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23mm by themselfs are quite powerful, they AI is surprisingly capable of destroying enemy aircraft, thats why I was needed to reduce their amount in my mission
I wish you could set their AI skill, to make them worse

sick bay
# pseudo girder Find moment which require correction... When captured first objective. Spawning ...

I can move that heli to destroy sams, in my playthroughs they had arrived later, but it makes sense that they would show up way too fast for some.

Transport units is just a waypoint. But I see how the truck will confuse people unless it specifies infantry. Same for the observers.

Infantry Squad was listed as necessary in multiple descriptions, but that won’t prevent people from softlocking, especially after respawning.

I’ll need to determine how to prevent Feldspar from being captured early. Perhaps more reinforcements sooner than later.

sick bay
sick bay
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@pseudo girder @obsidian condor I’m sorry I couldn’t be there to identify these problems earlier for you both, but thank you for taking the time to playtest a difficult mission.

obsidian condor
obsidian condor
sick bay
sick bay
pseudo girder
pseudo girder
pseudo girder
sick bay
pseudo girder
sick bay
pseudo girder
sick bay
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Lastly, one time I assigned the Transport Units objective to JUST the 12T truck, and it was somehow destroyed, placing the point at 0, 0, 0 pepecry

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Now its assigned to two vehicles to prevent that

sick bay
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@pseudo girder @obsidian condor V1.1 updated.

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In 20-30 minutes I should be free to stream a playtest.

pseudo girder
# sick bay <@466230631333101586> <@361054216615231488> V1.1 updated.

Now i see coastal battery from beginning!
But i sure have sense not show player hostiles in airport.
And you need place some info about recon part of TBM/AA beach sites into begining. AKA you can eliminate them at first if you can.
And you know what?
It played not so hard, allies helicopters still alive. And now they really can help you in eliminating PALA counteratack where you need support invading ground forces

pseudo girder
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🇫

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Now its... Maybe even very good for beginner!

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Fix some moments and this is very good what i will recomend to another players

sick bay
pseudo girder
sick bay
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V1.2: Updated dialogue, and fixed spawn errors.

cosmic bear
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Really high production values in this mission, will be looking forward to more from you

sick bay
sick bay
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@pseudo girder I made a secret outcome at the beginning depending on your choices. I am not sure if the workshop subscription is updating properly, so I would recommend resubscribing just to be sure.

sick bay
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Improved a few small areas, including replacing one of the starting AAAs with a Manpad. known issues that might have been fixed:

  • Endgame mission failure trigger disabled: (if the player was ever shot down in the starting airframe at any point during the mission, the game will trigger it regardless).

  • Tarantula landing overlap: (Tarantulas had a tendency to converge on the same landing point, both dropping off craft into the water, and crashing into one another).

  • Evac Units failure to spawn: (unknown cause, may require further testing/reevaluation).

delicate topaz
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Can you make something for the chicane or make it possible to have a co op

sick bay
sick bay
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I’ll publish a modified version, let me know how it goes

sick bay
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Co-op test version is available. SAH-46 Chicane and ZH-49 Tarantula included for fun (2-3 player).

Friendly units will be reduced in further revisions to balance both sides.

sick bay
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@delicate topaz Co-op updated to account for multiplayer balance.

delicate topaz
sick bay
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Updated Singleplayer and Co-op with time-sensitive variable to first objective, more dialogue, and greater enemy spawns on Co-op.

sick bay
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@pseudo girder If you're ever down for a Co-op test, let me know.

sick bay
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Minor adjustments. Starting spawn added to Co-op version.

Singleplayer: Standard difficulty.

Co-op: Moderate difficulty. 2-3 Players recommended.

KAR + BOTE: Hard difficulty. 4-5 Players recommended.

sick bay
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Minor updates to Singleplayer and Co-op versions. Co-op includes the new LFD as an optimal multi-vehicle starting location, and airbase in the event of customization and early-game respawns.

sick bay
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The infiltration corridor has also been made safer to fly through with Manpads occupying the closest rooftops instead of 23mm AAA. However, AAA is present deeper within the city. Fly at your own peril.

pseudo girder
sick bay