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Description
Reconnaisance patrol has detected that two Shivan
Lilith Class Cruisers have entered the Beta Centauri system. Intelligence believes that the Shivan's may be looking for a new base of operations. The Shivans are not expecting us so we are going to give them a surprise they will never forget.
Storyline: 
There is a base we want, and the Shivans have it. Blow them all out of space. The Briefing is well-done, and gets all the relevant information out with a minimum of fuss. There's not much of a plot, but it's fine for a mission like this. However, the briefing is riddled with grammatical and spelling errors.
Balance: 
This is a revised copy of CWPD, and it seems that everything is peachy. The two sides are rather evenly matched, and the player NEEDS to call in his wing of reinforcements if he expects to win. Any setup of fighters, bombers, and weapons can be taken, but I found the one Mr. Prentice provided to be very effective. Still, slamming a Harbinger into a disarmed Lilith is a thrill you simply must experience.
Design: 
In this revised mission, the enemy actually starts a bit too far away, but that's really nitpicking. The enemy fighters, whether on purpose or not, act like the fighter screen for some cruisers should act - striking out early, trying to eliminate the Bombers before they can become a threat. The only real issue is that the secondary objective (destroy all reinforcments) should really be incorperated into the main objectives (kill everything) - if we let a few enemy fighters live, they might be a threat to our making this system a base, right?
Gameplay: 
The gameplay is fast and furious. There's no time to rest or recouperate, this is an assault on an enemy encampment. The enemy comes in hard, and calls in reinforcements at just the right time. The addition of a few messages would be nice, but I am nitpicking.
Other Thoughts:
This second incarnation of CWPD is the biggest improvement in a mission I've seen in a long time. It has gone from being one of the worst to one of the best, perhaps simply because the enemy no longer starts right next to the player.

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