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Description
Two years after the second Shivan incursion, a science vessel picks up a strange signal in the Ross 128 system
Storyline: 
Well, the story starts off good. We've got some strange readings coming in from a science vessel in Ross 128. History has shown, of course, that this is never a good thing. Right from the beginning, the designer drops the player into a situation that is rather abnormal - staring at four Shivan Comm Nodes.<p>
The briefing and debriefing are well done, although the player is supposed to be flying stealth fighters for reasons not determined. I suspect that this might have been a last minute change, as the Alpha Wing briefing icon reflects the player flying Erinyes fighters.<p>
<i>Update: No change in the storyline category here...</i>
Balance: 
This is a mission you are going to win no matter what, unfortuantely. The awesome power of the Aquitaine's beam turrets against a Shivan Ravana (which only uses one wimpy red beam turret) is unstoppable. The fighters launched from the Ravana do nothing against the Aquintaine which quickly tears them apart. In fact, the Aquitaine suffers more damage from the flaming Comm Node debris more than anything else.<p>
<i>Update: Definitely much improved over the original version. However, I still have a few little quibbles about the Shivan bombers. While they are carrying "Rebel Bombs," it would be cooler if they used the "Cyclops#short" and the designer set up a good-secondary-time in the Events Editor. This would definitely add to the threat factor towards the GTD Aquitaine.</i>
Design: 
From the FRED standpoint, this mission is actually well designed. The author did pay attention to the Team Loadout and had events and messages in place that lended to the action.<p>
In the game, though, I think that the greatest threat posed to the player is being mowed down by either the Ravana or the Aquitaine. Directives appear before they really should and the biggest flaw of all is that the player need not do <i>anything</i> to win...<p>
<i>Update: Well... you do have to get involved - but the Aquitaine sure handles things pretty nicely all by itself. If the bombers mentioned above were more threatening, then this design would get into the 4.5 - 5.0 rating range.<p>
On a couple side notes though, it is sort of funny when, in the opening, a wingman wonders what the heck they are seeing. Then, an Erinyes flys <b>very</b> closely in front of you. You almost wonder which is weirder. The other note is that it still is possible to get mowed over by the Aquitaine. When the Ravana was about to be destroyed, I headed for the Aquitaine (logically, the safest place to be, right?). It warps out and I slam into a turret, instantly dying. How about a little message or warpout delay?</i>
Gameplay: 
... And because of that fact, the only thing this mission is good for is watching the pretty fireworks and special effects, unfortunately.<p>
<i>Update: Not so in this new mission. Still, things could be more tense.</i>
Other Thoughts:
While this mission may not have too much potential, the designer certainly knew what FRED was all about. There are things in the Events editor and such which definitely demonstrate a better than rudimentary knowledge of the editor. While this mission review may be negative, I think that with more planning and time, that this designer could certainly produce a much better mission. Don't let this review get you down... I sense that there is much skill here that has gone unseen.<p>
<i>Update: There is still a little more to go to get to that fabled 4.5 / 5.0 rating. But, it is evident in this new version that the author made a tremendous leap. It wouldn't surprise me if the designer could continue to refine this and make it downright perfect. Plus, I was wrong - this mission does have potential.</i>

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