Goth Zagog-Thou wrote:Sorry Rman.
I just wanted some different trains of thought about specific areas of the map. Those shouldn't play any differently compared to CAM mode.
My logic concerning this map has more to do with the player controlling waypoints and areas of interest. Securing the zone, in other words. The campaign scripting will initially show the various points of interest (flashing red dots) that the player needs to control, and the strength of the forces the player will encounter will vary. It's also in reverse direction compared to what the player had to do in Campaign 1, at least partially. I'm still working a couple of things out to make the map more of a gauntlet. What I was looking for in this round of testing was the strength of the bases that NEXUS has under his command.
Probably a strange way of going about testing it, and if my approach to having it as a skirmish is inappropriate then I'll admit I was wrong. But I *do* have a plan, and this here was the first step.

That's cool.

Just trying to understand your modus operandi - which you've explained well here.
In my own head I am more comparing the NEXUS base strength in this
Mission 8 by harking back to the very last sequence of missions in the original campaign which I thought fizzled out to a very NON-epic ending.
However, Pumpkin did some interesting things in that last sequence. One of those being their placement and balance of T-3 AA - I think they did a beautiful job of that. Now how this relates to your
Mission 8 here is that my gut sense, so far, is suggesting that the AA is too formidable. I could be wrong of course; however, something is telling me that this is an area that needs to be looked at more closely. I'll see if I can come up with more concrete insights and suggestions.
An other key thing that comes to mind - the Player
Carry-Over Force Strength from previous missions leading up to Mission 8. Or is the Player starting from T-1 scratch in their research and having NO Unit carry-over ?
Iluvalar wrote:Beware ! The stock AI have 2 different branch it can go on air or by ground it's randomly chosen at the beggining of the game. For what i can juge, the air branch might be just too strong.
Good point.

I didn't know that.

I wonder if you can set the focus branch like you can with
DyDo players ?
- Regards, Rman.
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