Thank you for working on this mission, I was surprised by the amount of thought that went into each mission design and challenge. It did remind me of RTS missions from way back then.
(SPOILERS)
I played this mission Twice. earlier this year with mods, and last month going vanilla.
How I played it:
My first time playing it (modded-blind) I followed the road to the northwest ruins. I started in the base with the least resources and for some reason, I assumed the game wanted me to do something massive because of the engineers multiple rockets base and the pollution cloud. so I invested way too much in trains and defense infrastructure and had to fight my way to the 3rd ruins north.
My second time playing this mission I explored both the west and the east ruins, I decided the east have more resources and closer to Iron expansion so I went there and the game was much easier. I did not need to expand to the 3rd ruin north. I pushed all the biters bases that are between me and the Engineers main base south just so I don't worry about biters flanking me.
My feedback based on my vanilla playthrough
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Expanding to the additional Iron/copper patches near the starter ruins (the ones infested by biters) was annoying because there is a tanky BIG WORM in each of them. I threw a lot of turrets and ammo it way (before any upgrades) with no hope of defeating it any time soon. I did not bother with the copper one at all. but with the Iron one. I killed all the nests and small warms. I ignored the Big worm and decided to build a mine right under its range since they don't attack non-military structures. I really think it existing this early in the game was unnecessary.
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the side missions in mission 02 just forced tasks that limit the player freedom on how to advance next (Building turrets - laser - killing biters - having crude oil etc)
(in compression to mission one (I guess this is a mini mission 01 feedback):
A) Find the factory -> Get a car.
B) Fix the oil -> get badass deffenses.
C) Build Grenades and push biters .... (I feel like this one should have been just pushing biters and let the player tackle it however they like)
D) Clear the outposts -> Get more resources (build 2 train stations was unnecessary either. at my second play through I just cheesed it and didn't need to expand to the outpost because I didn't spend resources on trains and pushing biters)
E) Build a Tank and kill some biters (End Goal)
- The end goal for mission 02 was in a similar tech level as mission 01. one with a tank, the other with laser.
what I think this mission could have been:
this is a major redesign Idea of the mission and I understand released missions will not be changed forever but it's just for ideas.
win condition:
The spaceport is running short on resources. It needs the player to build some outposts to provide a constant stream of basic resources until they are able to launch X amount of rockets to space.
lose condition:
- the player is dead
- the spaceport is compromised (the rocket silo is destroyed)
how the scenario played:
the spaceport has a station/trains at the north, that input and output resources depend on what the player delivers.
the spaceport is being attacked by biters at the south, and the player is unable to access the south zone, the player can provide resources to maintain the deffenses.
milestones along the way:
each time the player supplies a constant stream of resources to the train station, some of the resources will go toward the rocket, while others will go to military equipment production to aid the south wall. any extra will be sent back to the player as a reward for his delivery.
[player delivery] --> [subfactory goes online] --> [south wall get reinforced] --> [extra production rewarded to the player]
iron plate --> ammo production --> turrets at the north get ammo --> extra ammo go to the player
copper plate --> Turret production --> replace any dead turrets --> extra turrets go to the player
stone bricks --> wall production --> replace any dead turrets --> extra turrets go to the player
green circuits --> Repair packs production --> repair wall --> maybe reward the player with one-time bonus of Electric Smelters to ramp up production
coal (required for plastic) --> Grenades/Mines --> replacing south wall mines --> extra grenades/mines goes to the player
steel --> AP Ammo --> second set of turrets at north wall get feed with AP ammo --> extra ammo go to the player
crude oil --> advanced oil processing --> flamethrower turrets at north wall go online --> give the player a Tank or supplies that help them expand faster to deeper more dangerous ore patches.
the scenario should make the player focus on doing massive smelting arrays and building an effective train network to deliver those goods. while trying to help the player with some side arms as a reward to aid with his defending their own base and expanding. the player will have to decide what resources go to the station to reach the end goal. and what resources to keep to themselves to expand.
if the player wait to unlock trains research (which will make all the above rewards trivial at all time) give the player enough starting supplies to build their own train network at the start before they get access to advanced weapons.
at the end the player can either secure a few outposts and turtle to the end goal. or keep expanding more aggressively to finish earlier.
Currently, I am at mission 09 Spark (I love the easter egg that made me smile and felt nostalgic for some reason) but I am really not a fan of expensive resources or research. thanks for the 80+ hours of fun.