Interesting that the focus of ISS duties seem to be fighting pirates. Would make the opening WC2 missions the first time we fighter humans, instead of the mutineers in SO1 or pirates in Privateer.
Something lost in WC2 as published is just what ISS
does. Having a ship called the
Robert Peel makes it clear that yes, you're the police force. Not that naming a spacecraft after an 800-year-old politician is likely, unless the ISS is
really out of touch with current events. On the plus side, many conversations in the draft script emphasise the difference between the CSS and ISS, giving signicance to Bluehair's eventual transfer to the Concordia. When I first played WC2, that transfer seemed perfunctory. So yes, it would have been nice if they kept that significance, even if characters and other assets had to be discarded.
Kill Jazz or capture? May well be the first instance of a player having such a direct influence on the story, before WC3.
Privateer did implement in-mission communication choices, but I don't think any of them are meaningful. Does anyone know if the developers had deeper plans for those? A choice that remains is to destroy the Steltek Scout before it upgrades your gun, then spend the rest of your life being tormented by the Steltek Drone. Grim, but more consistent with Grayson Burrows' character than the "correct" ending...
Hmm, the second act seems a bit short - I suppose it's a half/half deal: half of the game with the ISS, half of the game on the Concordia. I think it worked out better that the majority of the game was aboard the the Concordia.
The first parts of the script are described in more detail than the ending. Act I ends with Blair's transfer in series 3 or 4. Act II ends with series 14! While you wouldn't see all series in a single play-through, the majority of the game would still be aboard the Concordia.
Mission 2-B: I didn't see this as a 'heavy-handed' assumption. My guess is that the ship would register at a very great distance, then disappear. A bit like the first appearance of the Sivar in SM1.
Sure, the programmers can make it happen. If it leads to later awesomeness, I'll accept it as a necessary evil. However, in the script as written it just seems to exist so Laramie has a guaranteed excuse to chew out the player. The event is good scriptwriting - it gives Bluehair some character development - but bad game design. How many WC3 players kept replaying the final Behemoth escort mission in an attempt to save it?
Bomber complaints: Definitely wouldn't like this one, especially after Sandman's complaints about the same in Saga.
Yes, in WC2 I find the Broadsword missions easiest. In Saga I found the Longbow second only to the Excalibur, but the conversations stated otherwise.