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Description
A science outpost is about to be overrun by the rapidly advancing Shivian front line. Grab the necessary cargo and escort the freighters to the Ribos Jump Node. Time is limited.
Storyline: 
The command briefing nicely introduces a future campaign revolving around a retreat after the failed Terran attempt to meet the Shivan advance head-on. The story tells of the GTD Faust which "was not piloted by the strongest, nor the smartest, nor even the bravest, but it was piloted by the most dangerous: those with nothing left to lose." A very nice introduction and a good lead-in for a mission which convincingly demonstrates the might of the Shivan advance during the gameplay.
Balance: 
An interesting mix has been established in the mission. Players are limited to the weaker Terran ships (Apollos, Valkyries or Ulysses) and weapons, but still have a decent selection. These ships are well-matched against the fast, weak Shivan fighters, resulting in a challenging and fast-paced battle between maneuverable ships.
Design: 
The mission briefing is extremely well done, with an impressive panning effect resulting in an "exploding" view of the science outpost. Ship placement is good, giving the player a chance to intercept incoming the figther waves before they reach the convoy.
Instead of long sound files, the mission uses only a single "com unit" sound to call your attention to any messages. A stern warning by command about secret projects is a nice touch for those who find the time to scan the cargo containers. The additional objectives in the mission can all be finished, and the arrival of massive Shivan reinforcements will convince all but the foolish that it is time to leave.
The newest version of this mission is "sexp" optimized, which means that it uses fewer lines to handle the events. Looking at the two different versions of this mission might be valuable to newer designers. This mission design was damn near perfect before, now it's literally off the scale. Unfortunately, we can't give any more than 5 stars in design.
Gameplay: 
The action is intense, without supply or the powerful weapons. Every shot seems to count, since the convoy freighters are in real danger for most of the mission. Even after playing through the mission once, the challenge remained as intense as ever. This mission does a good job of creating the atmosphere of a strategic withdrawal as Shivan scouts harrass and threaten the system.
Other Thoughts:
Pay attention to your directives. When time runs out, your wingmen will leave. I suggest you follow them, unless you want to be chased out of the system with your tail between your legs. The crazy will stay in-system and die.

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