US Campaign Taster |
US Campaign Taster |
11 Mar 2018, 12:07
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#1
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Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 |
"A civilian uprising is taking place throughout the Ivory Coast. The locals have taken up arms against the GLA-appointed leaders and we are sending our special forces to assist them. We can use this opportunity to rebuild the US as the leading superpower. We must convince our people that a new war with the GLA is necessary, so you must not fail."
Objective 1: Destroy the GLA Base. Objective 2: Lose no more than 20 US units. Hint: Liberating each village will grant you reinforcements. This is a taster of an upcoming US campaign I am working on. I did state earlier that I would work on a Chinese campaign, and this will happen along side the US one. I will be uploading each mission for both campaigns on here for feedback before I release them on Mod DB, so technically... You will be my testers! Please give me feedback on presentation, gameplay issues and especially difficulty. Special Note: My next project is the re-imagining of the first four Nod Missions from Tiberian Sun using Tiberian Dawn Redux , so the ROTR missions won't be uploaded for a while. So, as always... Good luck, General. USASFMission1.zip ( 135.81K ) Number of downloads: 38 |
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12 Mar 2018, 15:05
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#2
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Group: Members Posts: 312 Joined: 16 June 2015 From: Argentina - Buenos Aires - GADA 601 Base Member No.: 11600 |
I know the rules about politics in this forum, but damn when I read "We must convince our people that a new war with the GLA is necessary, so you must not fail." It's like the words I hear from real politicians of the US about the need of another conflict in the middle east.
-------------------- AzizAmbush to Bruce: "No, you take the oil, you're America"
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13 Mar 2018, 5:05
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#3
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Group: Members Posts: 11 Joined: 6 October 2017 Member No.: 15993 Everything that lives is designed to end- |
A quite easy, straight forward and simple mission
The unique blue/cyan text for the intro was a nice addition fits quite well seeing its a US mission The capturable barracks near the middle-end part I find unnecessary since the units you will have by the end of the mission are quite more than enough and the fact that the last phase is and all out attack with more superior force controlled by the ai I'm guessing the barracks was there to heal your troops? Imo the capturable field hospital should be enough (assuming it is your intention, if it's not then please ignore this) For a spec-ops style mission it could use a bit more tricky movement/micro requirement imo (comparable to the commando mission to the ECA campaign you released earlier) that's just my opinion, hope to see these of missions soon -------------------- Sniper Worf! Nothing beats a wolf guard and spotter. |
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13 Mar 2018, 8:47
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#4
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Group: Members Posts: 42 Joined: 20 February 2016 Member No.: 12618 |
That was a fun mission, however i do question why you placed Supply Crates over the river that i can't actually get to
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13 Mar 2018, 13:51
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#5
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Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 |
Thanks for the feedback, the barracks is there if you want to build up your forces, (I know you can't lose more than 20 units, but if you're careful you should be fine training more)
On the contrary, you can reach the crates, I'm not saying how though |
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14 Mar 2018, 10:25
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#6
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Group: Members Posts: 42 Joined: 20 February 2016 Member No.: 12618 |
Okay i found out how, also found your easter egg.
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15 Mar 2018, 6:26
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#7
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
I finished my first play through without a single loss,
It would've been cool if you added some partisans on the map or had to engage the second town like say A cut scene starts there A band of militia Infantry came but threes a sniper -ITS JARMEN KELL So your given controll of a predator drone and a blackhawk to detect and to combat drop on him. Also whats the scud for? Therese a bunch of civilian buildings that look more intimidating that'd fit as an Important target.Just a nitpick; The african mine warfactory looked out of place due to how tall it is, maybe use the hideout from the sneak attack GP? I think the models for the old GLA buildings should be there still? Also make sure they're booby trapped as I was considering to take the scud before the militant units attacked and well...did the job for me lol If you are going to keep the mercenaries make sure they're deployed, perhaps give the player a useless armored unit that can tank the damage so your units get close enough? A grizzly given by the militia? Having vet company and your units vet 1 with access to Carpet bomb and A-10s sound more fun honestly, or giving the player a strategy center in a corner of a map where the US has territory (Lvl 1 a-10 and lvl 2 carpet) Belive me when I say US has territory In around where the mission takes already Pathfinders made the mission waaaaay too easy even without silencers Not enough hostile garrisons, and too many empty ones for me to abuse The GLA base was ehhh Also the militia super tank doesn't fit the mood at all, use militia tanks and the jeep Imo Overall I did enjoy it, It feels like a tutorial mission more then anything, If thats what your going for then just explain what each unit does and tell the player to use the deltas rather then the enforcers. This post has been edited by (USA)Bruce: 15 Mar 2018, 6:27 -------------------- |
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17 Mar 2018, 11:13
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#8
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Group: Members Posts: 190 Joined: 26 September 2016 From: England Member No.: 13220 |
Thanks for the feedback (USA)Bruce, there are some very interesting suggestions you've got there,
I finished my first play through without a single loss, It would've been cool if you added some partisans on the map or had to engage the second town like say A cut scene starts there A band of militia Infantry came but threes a sniper -ITS JARMEN KELL So your given controll of a predator drone and a blackhawk to detect and to combat drop on him. I like that. Partisans in the second village would certainly enrich the mission, so I'll add them and the cutscene in. As for Jarmen Kell, I'm not so sure. Seeing as all my campaigns are (fan-made) canon and relate to each other, it would be strange if you, as the USA general, were able to kill him and then he pops up later on in the GLA campaign. My issue with the Blackhawk combat drop is that it risks killing some of the Rangers. When I tested it I found that for every 2 garrisoned Rebels you kill, you lose 1 Ranger. Normally, this wouldn't be a problem. However, because the 2nd objective in this is to not lose 20 or more units, I feel that would be a cheap way to add to the counter and potentially fail the mission. Also whats the scud for? Therese a bunch of civilian buildings that look more intimidating that'd fit as an Important target. It's a reference to the first USA mission in Generals, the one where you have to destroy it but it doesn't have a timer and only fires once in a scripted event. Perhaps I should make it fire on a village to make it relevant? I think you just gave me an idea! Just a nitpick; The african mine warfactory looked out of place due to how tall it is, maybe use the hideout from the sneak attack GP? I think the models for the old GLA buildings should be there still? Also make sure they're booby trapped as I was considering to take the scud before the militant units attacked and well...did the job for me lol Good point. I did feel it looked out of place as well but it never clicked that I could have used the Hideout, so I'll certainly change that. I haven't seen the old models in Worldbuilder, it'd be a nice throwback if I could use them and they would fit the town environment more. If you are going to keep the mercenaries make sure they're deployed, perhaps give the player a useless armored unit that can tank the damage so your units get close enough? A grizzly given by the militia? I tried to deploy the Mercenary Gunners to Prone Mode as a team and it crashed the game, so I might have to try doing it as individual units. The reason the Pathfinders are in this mission is to take out the Mercenaries safely from cover (I'll get on to the Pathfinder point in a bit) Having vet company and your units vet 1 with access to Carpet bomb and A-10s sound more fun honestly, or giving the player a strategy center in a corner of a map where the US has territory (Lvl 1 a-10 and lvl 2 carpet) Belive me when I say US has territory In around where the mission takes already I never thought of that, and you're right and A-10 and Carpet Bomber would make this mission more fun, so I'll implement that. As for the US having territory around the mission area: while my campaigns are clearly influenced by the official lore, they're not intended to follow the story. I feel that I'd be marring the work of Hunter and story writers if I claimed if it did. As such I always say they are fan-made. So the way I see it this mission is the first place where the US gain African territory after their self-exile, perhaps I should make that clearer in the mission briefings. Pathfinders made the mission waaaaay too easy even without silencers Not enough hostile garrisons, and too many empty ones for me to abuse I'll just add more GLA vehicles then Agreed about the garrisons, I'll make sure the GLA have more The GLA base was ehhh Also the militia super tank doesn't fit the mood at all, use militia tanks and the jeep Imo In what sense was it ehhh? Fair enough about the super tanks, that will change as well. Overall I did enjoy it, It feels like a tutorial mission more then anything, If thats what your going for then just explain what each unit does and tell the player to use the deltas rather then the enforcers. Thanks man, I know you wanted a US campaign and I'm glad you like the taster. This mission is a tutorial and I'll be sure to use the pop-up boxes so it fits the role better. |
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17 Mar 2018, 13:13
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#9
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
First of all, In the original campaign Jarmen kell died around four times? He specifically survived a nuke, here's something from the CNC wikia
He can never die, heros are legends x) CODE Jarmen Kell is the only hero who appears in the campaign as an enemy: In the mission Nuclear Winter, it is possible for Jarmen Kell to be killed (or at least severely wounded) by flushing him out of the building he is in. In the mission Black Gold, Jarmen Kell will hide on a small hill near the oil fields, GLA enemy will rebuild him if he is killed. In the mission Hidden Agenda, Jarmen Kell is near Prince Kassad's main Command Center. In the mission Burning Skies, Jarmen Kell will be among the second wave of fleeing enemy, he must be seeked out and killed or the mission will fail. Just be sure to give US some sort of detection there as well as partisans are now default stealth ed, perhaps rename the militias to US allies and ask for a nearby base to send some predator drones to scan? Or perhaps "seize" some glad radar vans? There's many ways you can throw this....get creative Making it fire would escalate the situation to an extent where your allowed to use airstrikes of the sorts, the strategy center was to allow you to have battle plans as a perk alongside the default veteran company.In exchange for the more challenging version/additions to this. Oh and don't forget to give these guys chemical suits if there is going to be a scud launch.Or maybe you can do it generals style and be tasked to kill the AA in the area as a finale with Urals and the sorts then a cinematic massive airstrike ends the scud? Or maybe a seal is given to you to take it out via para drop or drone drop behind the scud? Then try the runner mercenaries with the grenade launchers.Runners would be really good as they force you to garrison and grenades would force you to move and let the runners close in. Even if your work is fan made their lore can make it more accepted as half cannon,even if I don't like the whole "need an excuse for a war" part.That doesn't sound like a real cause belli versus the GLA of all factions. More vehicles sound good but I think you should rather add angry mobs mixed in with terrorists, or that might be too hard for a tutorial misison Just add Angry mobs in cities so pathfinders can waste bullets. The city was too "casual" The civilians are living around sure but there are no gla statues, no prison camps or tents or anything that yells oppression. Even some barbed fences with rebels patrolling around and keeping the civilians at arms length would've been nice. Some flags and more destruction would be nice, maybe some gla are destroying the cities structures? Or everyone seems quite fine and content lol, the GLA look like the US as an occupational force Also like I said replace enforcers with more Deltas and tell the player to use the Mortars for the defence' Small note: Maybe the next mission should mention how to use POW mechanic and the ATV humvees drone ability vs rpgs and buggies Note number two: The heavy tanks makes this militia look like a power like India rather then a small conflict of sorts, tanks are okay but the big ones look really out of place This post has been edited by (USA)Bruce: 17 Mar 2018, 13:14 -------------------- |
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8 Apr 2018, 19:10
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#10
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Tactically Toxic Group: Members Posts: 248 Joined: 29 February 2016 Member No.: 12634 |
he doesn't have to "die" he was just gravely injured in combat but then he recovers
it's like what they do w/ every c&c plot hole - MO does this, ZH, RA3, RA2+YR etc. |
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Lo-Fi Version | Time is now: 26 April 2024 - 15:16 |