let's try this
Well...ok, I was trying to post here and keep some stuff under my flak vest...but nah, I'd rather hit you all up for ideas and see what falls out...
https://www.wcnews.com/maps/sectors/epsilon.png
The campaign takes place in Epsilon sector. Trace the line from Morpheus -> Epsilon Prime -> Antares -> D'vd Tang -> Asgard -> Jakal -> Bifrost (Shipyard) -> Valgard -> Silenos -> Torgo as the full proposed route.
Here are the missions, as they exist right now.
I'll add, in
italics, what is proposed, but not incorporated...please feel free to comment, suggest, etc.
Mission 1: Basic "welcome to your world" mission.
Player is leaving a starbase (right now I'm calling it Caernaven station ~~~) and escorting a supply convoy to his new home. The convoy consists of 3 freighters that are carrying fuel rods, missiles, etc. Soon after entering the area, pirates enter the area and begin attacking both the player (light fighters) and the convoy (light bombers)...there's also a "grabber" group that tries to capture any disabled freighters. The player launches in region 1, the convoy is nearby. The pirates appear, a pair of Insys fighters take off and join in to help you drive them off. You then wait until the convoy jumps to region 2 and you win.
FL - I'm not really satisfied with the quality of this mission. It's TOO basic - players could see it as a waste of time...or maybe it could just feel more complete. I'm thinking of running the whole convoy through region 2 and putting the Enigma
in region 3. Perhaps one of the freighters could suffer an engine failure and be attacked by pirates. Perhaps there could be a mutiny onboard a freighter and you have to subdue it long enough for a confed marine shuttle to capture it and then escort both craft to the enigma. Please add some thoughts of ways to add some spice to a very bland bowl of space sim gruel
Mission 2: Listening Post sweep.
After arriving at the
Enigma, the convoy goes through its unloading. This mission starts as the convoy is preparing to leave, heading for the Granita jump point. On the far end of the jump line is the battle group that's been assembled to escort the
Enigma. They will jump in and join up with the
Enigma during the course of the mission. There is an asteroid field near the jump point that contains an old, abandoned Kilrathi Listening Post/Raiding Base. As the player enters, the convoy is heading for the Granita point and a scout fighter is heading into the asteroid field. As the scout fighter sweeps into range of the old base, that base becomes active and a strong Raiding Party of Kilrathi fighters springs into action. In short order there are several fighters and bombers inbound on the
Enigma. The
Enigma launches all ready fighters (not many) and you have to turn at bay to defend your command ship.
During the fight, the battle group begins to arrive, but they won't be in time to do much if you don't pitch yourself right in front of the incoming strike wave. This one can be hard to survive.
FL - If I equip the kilrathi fighters with missiles, you can die VERY quickly...so I'd want some help play balancing this one at some point. Also, please let me know what you think about having the Enigma
battle group joining just as this attack occurs. I could have the listening post battle happen in another region, but this seemed to be the best way to do it (oh, an abandoned Kilrathi LP...let's send a scout fighter to check it out while the convoy is transiting the jump line).
Mission 3: Hitting the line.
Now we get into the fun stuff. The
Enigma has just jumped forward into the Antares system. In order to penetrate Kilrathi space, the
Enigma has to punch a hole in the Kilrathi front line forces. In a joint operation with the defensive forces holding Antares, the
Enigma's fighter wing launches a strike against a Kilrathi CA operating in the Antares-D'vd Tang jump point region. They are joined by a significant strike force from the Insys front line unit. Fighters, heavy bombers, and an Insys DD join a large group of
Enigma craft and strike the CA (escorted by its own fighters and a Kamekh) in region 2.
I'm proposing the following addition: At the same time, to keep the Enigma
concealed from Kilrathi reconnaisance, a small strike force will head out to strike a small group of scansats in region 3 guarded by a minefield and Kamekh corvette(s). The battle group will deploy a shuttle with jamming packs to squelch the scansats communications equipment. The player must ensure the success of both objectives. If the scansats are not destroyed within XX minutes, the mission will fail as the Kilrathi will have a definite lock on the Enigma.
Mission 4 (not yet coded): After destroying the CA and scansats, the
Enigma BG jumps to D'vd Tang and shapes a course for the Asgard jump point. The Kilrathi, alerted by an automated sensor post, send a recon-in-force RIF mission to assess the strength of the Terran incursion.
The Kilrathi force (1 Destroyer, 1 Kamekh, and a bunch of fighters/bombers) is spotted by sensors and a strike force is detailed to intercept/destroy the Kilrathi ships before they can range on the
Enigma. The player launches from
Enigma in region 1 and jumps to region 2 with the strike force (1 DE, several fighters and a few bombers). Upon engaging, the Kilrathi launch a secondary recon/strike force to divert around the battle and make for region 1. The secondary force will jump to region 1, hang around shooting at confed ships, and then withdraw when it takes losses. The player must prevent the escape of any Kilrathi ships. Bonus points if the secondary force does not reach
Enigma's location.
Mission 5-7 not planned yet... I'd like to have some interesting stuff, like being spotted by a Kilrathi Carrier group and having to abandon a ship with engine failure, be part of it. Feel free to add ideas!!
Mission 8: Shipyard Strike
The
Enigma battle group, being pursued by Kilrathi forces, reaches the Kilrathi Shipyard. All fighters (including several from the Belfast) launch and immediately engage. The Shipyard is a complex consisting of a carrier construction complex (with two carriers undergoing refitting), a starfighter production plant, a munitions plant, and a defensive outpost. The
Enigma force, including all fighters and all capital ships, engages the complex at close range. The player is in a fighter, assigned to strike the defensive outpost and then fly CAP for the strike. The shipyard itself begins launching fighters, including a detachment of Drakhai elites. During the strike, assault shuttles launch from the
Enigma and board the Carriers. The marines aboard raid the ships for intel and then plant antimatter mines, destroying the carriers before leaving. Everything in the region must be destroyed.
proposed: I'm thinking of putting a time requirement on this (you must destroy all four installations and ensure the success of the boarding parties within 10 minutes) to reflect the fact that the group is being pursued by all available Kilrathi forces. let me know what else you think would be a good addition. Typically, this mission is easily survived right now without trying too hard...of course, the idea is that this is a sneak attack on a rear area installation. *shrug* I'm open to ideas.
I'm also considering a mission or two for exfiltrating through the "Jakal -> Silenos" route.
Whew...lots of typing...what do you think? Be honest, be brutal...I want these to be cohesive and complete, no idea will be discarded out of hand!