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US Campaign Taster
RedDeadSmeg
post 11 Mar 2018, 12:07
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"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.

Attached File  USASFMission1.zip ( 135.81K ) Number of downloads: 38
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Scud
post 12 Mar 2018, 15:05
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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.


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M0131U5
post 13 Mar 2018, 5:05
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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


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Calvin
post 13 Mar 2018, 8:47
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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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RedDeadSmeg
post 13 Mar 2018, 13:51
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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 tongue.gif
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Calvin
post 14 Mar 2018, 10:25
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Okay i found out how, also found your easter egg.
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(USA)Bruce
post 15 Mar 2018, 6:26
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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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RedDeadSmeg
post 17 Mar 2018, 11:13
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Thanks for the feedback (USA)Bruce, there are some very interesting suggestions you've got there,

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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.

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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!

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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.

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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)

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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.

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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 tongue.gif
Agreed about the garrisons, I'll make sure the GLA have more

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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.

QUOTE ((USA)Bruce @ 15 Mar 2018, 5:26) *
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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(USA)Bruce
post 17 Mar 2018, 13:13
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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 biggrin.gif

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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XoGamer
post 8 Apr 2018, 19:10
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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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