Mike_CK Posted February 17 Posted February 17 Thank you Reflected! I can’t take advantage of the Chief start up b/c I have, at most, 2 hours to play and I hate accelerating time in the air. But wow…great missions AND- an under valued quality- the triggers all seem to work and/or there are backups. Either way, I don’t feel like I’m “on rails” like I do when playing a campaign, not doing something exactly like I’m the designer wants and the mission won’t advance. I feel like I’m free to fly the mission how I want WITHIN the parameters of the mission briefing lastly, THANK YOU for adding AAR during ingress (or shortly after takeoff) for some missions. AAR is a very realistic requirement in modern air missions and adds a lot of immersion. I enjoy hitting the tanker on the way to the target as they do in real life. Not so much when the mission is over, I’m on the way home, dinner is almost ready in real life and wife is bugging me about finishing up. (Again, limited time). 1
Reflected Posted February 17 Posted February 17 Thanks a lot for the kind feedback. I'm really glad to hear this, because what you described is probably the most difficult part of building a good mission. The more details, triggers, and voice overs you want to add, the more you need to be able to predict what the player is gonna do, but if you restrict them too much it gives and unwanted feeling of being on rails as you said. It's a fine balance you need to achieve, and I'm glad to hear I did 1 Facebook Instagram YouTube Discord
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