Your Dream Mission (As a Builder)
Posted: Thu Apr 20, 2017 3:27 am
For some reason I randomly started thinking about an aborted campaign I wanted to make but never ended up doing. In particular, I was thinking about one specific mission I had planned and it got me wondering for the rest of the builders out there:
If you could build ANY mission for X-Wing: Alliance, what would it have been?
The one I think about most comes from what would have been a trilogy of campaigns with the player flying for the New Republic. The final mission of Campaign 1 would have been a massive pitched battle where the Republic suffers a crushing defeat and must withdraw. Now, while that mission would have been pretty cool, the one I'm thinking about would have been mission 1 of the next campaign:
In the aftermath of the previous mission, the player is now flying patrol during the retreat. The idea is that they would be directed to jump between the various regions to provide reinforcements to various elements of the battered Republic fleet as they fall under attack by Imperial Remnant forces, and it's the player's job to safeguard them en route to their jump points.
Now, all that sounds rather cut-and-dried, right? Basic escort mission type of stuff. But there's a couple rubs:
1) First, some of the ships would already have damaged hull or weakened shields, some might have their weapons out, etc., making them much more vulnerable to attack.
2) The player would be leading a flight of four X-wings, and that's all the ships you get on the mission, aside from any fighters already on-station with the various fleet elements. If your wingmen went down, no reinforcements for you. Also, there would be few opportunities to land and rearm. So yeah, save those torpedoes.
3) It would be a BRUTALLY grueling endurance mission. The player would be CONSTANTLY jumping from region to region to safeguard transiting Republic ships as they made their escape from pursuing Imperials. As soon as you left one region, any remaining AI ships would exit so the regions could be reset and reused later. The idea was for it to take HOURS to complete.
4) Just to be even more evil, I'd likely throw in an Interdictor or two that the player would have to deal with.
5) The mission would culminate with the player answering a distress call from a severely damaged ship that lost its hyperdrive, leaving the player to fight an intense holding action until reinforcements can arrive (this would set up an extended series of missions like Destroy the Intrepid from the original game, but in reverse. This time you're trying to save the ship).
I had it in mind to call this mission, "The Longest Day."
If you could build ANY mission for X-Wing: Alliance, what would it have been?
The one I think about most comes from what would have been a trilogy of campaigns with the player flying for the New Republic. The final mission of Campaign 1 would have been a massive pitched battle where the Republic suffers a crushing defeat and must withdraw. Now, while that mission would have been pretty cool, the one I'm thinking about would have been mission 1 of the next campaign:
In the aftermath of the previous mission, the player is now flying patrol during the retreat. The idea is that they would be directed to jump between the various regions to provide reinforcements to various elements of the battered Republic fleet as they fall under attack by Imperial Remnant forces, and it's the player's job to safeguard them en route to their jump points.
Now, all that sounds rather cut-and-dried, right? Basic escort mission type of stuff. But there's a couple rubs:
1) First, some of the ships would already have damaged hull or weakened shields, some might have their weapons out, etc., making them much more vulnerable to attack.
2) The player would be leading a flight of four X-wings, and that's all the ships you get on the mission, aside from any fighters already on-station with the various fleet elements. If your wingmen went down, no reinforcements for you. Also, there would be few opportunities to land and rearm. So yeah, save those torpedoes.
3) It would be a BRUTALLY grueling endurance mission. The player would be CONSTANTLY jumping from region to region to safeguard transiting Republic ships as they made their escape from pursuing Imperials. As soon as you left one region, any remaining AI ships would exit so the regions could be reset and reused later. The idea was for it to take HOURS to complete.
4) Just to be even more evil, I'd likely throw in an Interdictor or two that the player would have to deal with.
5) The mission would culminate with the player answering a distress call from a severely damaged ship that lost its hyperdrive, leaving the player to fight an intense holding action until reinforcements can arrive (this would set up an extended series of missions like Destroy the Intrepid from the original game, but in reverse. This time you're trying to save the ship).
I had it in mind to call this mission, "The Longest Day."