I think this is an average battle. I felt the battle's flow was kind of messed up by mission #4 and #5. All others were good, albeit that thezy pose no challenge, but mission #4 was silly. They'd have to shoot an officer that comes up with a recon mission like that. If all you need to do is inspect things, then why the hell send in a Strike Cruiser that does nothing but give the enemy something to destroy and give you something to distract you from your inspection job? Some containers were too close together too. And why on earth do you have to reduce the shipyard's hull in mission #5 to 50% when the idea is to disable it? Couldn't the Retribution appear when the shipyard is without shields? Also, in this mission the behaviour of the asteroid batteries is freaky. I don't know where the pirates got those asteroids in the first place, because they weren't there in mission #4. Secondly, the asteroids move, tumble and twist, as if they are given starfighter orders. In general, the battle was okay, but it could be a very good one with just a little tweaking on the details.
I didn't think this was an enjoyable battle, because there's no fun in flying the ATR for three missions and seeing the same enemy ships again and again and again. The first two missions were good, but as soon as you're put in the ATR everything becomes boring pretty fast, some missions even to the point of becoming frustrating. Except for mission #8, which kept locking up over and over again as soon as I had completed the mission goals, all missions worked fine.
Excellent story, well created. I didn't rate this a '5'-battle, because the situation is too overwhelming. Although I understand the general idea is that the Vepaal are much stronger than the EH and NR combined, it is too exagerated in practice, making the missions unbalanced and too hard for average players. This is bad for gameplay. I ended up with having to constantly run away and not too many fighter opposition in terms of numbers. The lone fighters you dó encounter are such extreme über-aces that it spoils the gaming experience.
This battle still had some faults and was very annoying in some cases. Basically it's a "Superhero vs the world" scenario where you fly outnumbered 1 to 20 or something. What annoyed me the most is that the enemy fighters usually hypered in extremely close to you, so you ended up under fire from 12 fighters almost immediately. Oftentimes the new fighters kept crashing into me, simply because we were all in the same spot at the same time. Missions were still a little buggy in all kinds of aspects. The animated mission briefing in mission #1 for example showed 2 different sentences, while the 'review yor briefing' screen showed three. I also would remove the Adv torps the MUTR carries. It shoots them like they were laser blasts and the torps don't hit anything this way. That's what you get giving warheads to an AI craft that isn't supposed to be able to carry them. Once I completed mission #6, there was no place for me to return to. I had to use the 'Quit' mission command.
I have no idea what CSF means, or what this battle was all about, but I can pretty much describe it as follows: "Let's see how much extremely big capital ships and space stations can be crammed into one sector without XwA crashing." There were só many big capital ships and platforms close together, that I had no chance for a fluent dogfight. I also was bothered by the fact that every enemy fighter had flares. Imagine a fight where every fighter you chase keeps farting out those purple things in your face, while there's others trying to lock missiles on you. Sometimes I spent more time spinning than flying straight and by the time I recovered from the spin, WHAM, another flare crashing into me and WEEEE off I went again. There were no commander briefings at all, resulting in me having absolutely no idea what was going on. And you have to be able to read very fast if you want to understand something of the animated briefing. In mission 3 I was unable to return to my supposed command ship, the Intrepid, even though my flight leader specifically requested a docking. I had to fly all the way to the way the Sovereign instead, unfortunately, I can't do that while she still hasn't arrived and thus I had to fly without access to missile reloads. In mission 4 I noticed I had a bonus goal saying: 100% of X/W Red is destroyed. I noticed it while I was hunting down X/W Red 2, with X/W Red 1 and Red 3 on my ass. In the same mision I suspect MC-90 Honor has been assigned a starfighter order, because it acted a bit too agile for a ship its size. There were several grammar and spelling errors too. I'm giving this batle one point, because in the end, all missions had no bugs in them and could be completed.
Nice idea for the dual path to finish this battle. There were no major errors in this battle, although I noticed two Bulk Freighters spontaneously exploded in mission #3, right after I got into the convoy area. I believe that in this mission (it may have been another, I'n not sure) the Valiant is mentioned twice in the Mission Craft list. I kinda missed heavy dogfighting. All these targets that needed inspecting and/or destroying had very little defenses to my liking.
Technically all worked out as it should. Now I'm gonna be picky a bit: in mission 3, your squadron is constantly named 'Enforcer' in inflight messages and briefing text, but the FG's name actually is 'Intruder'. In mission three also, there are some story faults. For starters, you can already complete the 'simulate attack on SHU Sullust' abjective in region #2, by shooting at the shuttle after it enters the area, where no Rion forces see this happen. Then, after jumping into the region, I find it quite odd that all fighters that are supposed to be attacking the shuttle and the transports, ignore these and go straight for the enemy fighters that are over 8 clicks away! I for sure wouldn't fall for that one if I were a Rion Commander :-/ Then in mission 5, we seem to forget that we're acting to be Rebels, as we attack BOTH the Rion and Rebel forces. Hmmm...
All missions were functioning okay, although after mission 2 playing them became more of a burden than it was fun.Mission 3 an onwards had way too little friendlies compared to the number of enemy capital ships and fighters. In mission 3 you soon find yourself forced to destroy a whole MC-90 by yourself, which is not exactly my idea of fun. One of the last missions lacked a commander's briefing text.
Plot and missions are acceptable, except in battle three where the Z-95s are able to eliminate an X/W with full shields in a couple of seconds on anything but easy setting. Ouch... not so well balanced I'd say.
I detected no bugs. In mission 5, I did have a problem because the T/Bs that launched from one of the disabled platforms turned around and crashed into the platform, destroying it. This mission took way too long to complete. Maybe using the ISD II Challenge to get reloads would've been a far better idea, instead of having to fly over 13 clicks towards the SOV hangar. I couldn't complete mission 3 on medium setting, as there are far too many enemy bombers heading for the platform compared to the friendlies intercepting them. And mission 4 was over before I knew it, resulting in a great disappointment. First two missions were okay. So, balancing seems to be the main flaw here, especially in the latter missions. Otherwise, a job well done.
The battle was mediocre. Missions were rather short and they also need a little patching up here and there. For instance with some AI orders. Some enemy fighters are set to 'escort' a certain freighter. If you attack that freighter, the fighters do NOT engage you before the freighter is destroyed, making the missions rather simple. That is because 'escort' means 'prevent disabling or boarding'. 'Protect' should have been used instead. Now you can easily pick off the fighters first, as they only go into evasive action. In mission 4 I also found it pretty odd to see three CRVs that are guarding a convoy entering the area towards you, while the rest of the convoy came from a totally different angle. And in missions 1 the pirates immediately called you 'Imperial'... kinda odd if the whole idea of IW is to fool everyone into thinking they're with the New Republic. I'm picking on details, I know, but I feel that paying attention to such detail makes the difference between a good and an excellent battle.
I think it is an average battle. It has a plausible storyline and all missions work fine. However, it is either too easy or too hard on hard setting (player-killer-squadrons with super-duper AI is not really my idea of keeping the battle fun to play on harder settings.) The T/I was nice to fly and according to my knowledge of Star Wars history the addition of shields to TIEs after the battle of Endor is correct. Too bad the battle is kinda short. More waves of enemy fighters would have been nice in every mission except the first.
Great battle. Well balanced, apart from two things: one mission you fly a X/W with no countermeasures and you get all kinds of missiles shot at your arse, the next mission you fly a B/W wíth countermeasures and almost none of the enemies carries missiles (or they aren't using them). It made the X/W mission a little too hard this way, I think. But all else, plot, atmosphere was great. (I also noted that for the last mission Striker must have used old FGs from the third last mission for some of the enemy fighter FGs, as their orders are still set to "producing", "sixth sense" and such :-) ...)
Good work. Although at least one of the missions had Roguewing's "capships flyin' through each other" trade mark, I never experienced any bugs or difficulties whatsoever. Story was good, although is has some holes (nobody checking who the real Ronin is after he himself mentions there's a clone runnin' about??? :-/, EH craft not recognising other EH craft? What happened to IFF? :-) ...). But heck, that doesn't make the missions any less playable.
I rated this battle half on half. I didn't quite like it, but I can't say I hated it either. The negative points: you fly a super-TIE against turkeys. The missions often take too long and there is too much to attend to. (Mission 4 kept crashing on me, XwA just locked up over and over no matter what low settings I used) The story isn't really that excellent either. But the good points are: Every mission worked no matter how complex they are (as long as your computer handles it). I found no bugs at all. And there were some interesting 'side quests' in almost each mission.
Er... I'm still trying to figure out what I should call this. First of all, this appears to be a gathering of several loose missions, which do not follow each other up in any way (the note added to mission #3 stating it was originally an Xvt Free mission stressing this). Reading the storyline doc-files doesn't help. I also wondered what the 4th storyline DOC had to do with the 4th mission :/ (2vs2 mp simulated as a mission battle???) Mission #1 had you placed against incredible odds, mission #2 and #4 had you basically do nothing and mission #3 was somewhere in between these. This battle was annoying and terrible to fly. I rated it 1, because all missions were flyable and had no bugs, apart from capital ships flying through each other in mission #1.
A nice, enjoyable and well constructed battle. Maybe the two first missions were a little short and the capture mission could use a minor touch here and there concerning the errors mentioned in earlier reviews. Because of that, I gave it a 4. But everything else: story, e-mail, fun factor... leave it as it is. Oh... and why no TIE Bomber training mission? :-)
Well, it was good. Not excellent, as I must agree with most of the other reviews. The last missions could have been deleted altogether as it has no purpose flying it. The mission before that bothered me a bit as well, as I can't imagine 2 ISDs and 4 VSD assaulting an almost harmless base, only launching 4 T/As and 12 T/Ds and then just sit there and watch. Taking down all cap ships and the base has the player flying back to the ISD getting reloads all over again. It tended to get boring. After finally taking down the base, you think it's all over, only to see there's one more mission, which you can complete by launching and just sitting there. The battle was well constructed, no bugs or construction errors, good story, but it is a shame the waiting and repetitive flying during the last missions made it go downhill. Therefore, I give it a 3.
Well, this battle was good, apart from the fact that it often places the player solo against a cap ship (or more in the last mission). A problem in mission 3 has been mentioned before: the Immortal shoots below the A/FRG. This is nasty as I had several occasions where the A/FRG single-handedly destroyed the Immortal. Maybe having the Immortal target a different component of the A/FRG would help. A few touches here and there and some balancing would definately help.
I have to concede with most of the others who already posted a review. Mission 3 has the already mentioned bugs (Anyone planning on changing the GUNs' orders from 'attack targets' to 'disable targets' instead?), and although your IFF is supposed to be changed and you're flying a Y/W, the rebels simply attack you. There wasn't much to the story either. The reason why I gave it one point is, because I was able to play through the battle without XwA crashing.
I flew through missions #1 #2 #3 and #5 one handed. I agree with most of the other comments. There's too much wainting. Some distances, like the distance to the hyperbuoy in mission #1 are too long. Briefings are poor and lengthy. And mission #4 needs rework bad! It is way out of balance at first sight, but I took a close look at the Golan 3 and noticed that you can actually finish this mission pretty fast. The Golan 3 somehow tries to attack a hyperbuoy, which causes it not to open fire on you, except for maybe one or two of its batteries. You can take out the Golan 3 with little or no effort; you will only have to figh boredom in waiting untill your lasers cut through its shields. Or else, take some space bombs with you and fly back and forth to the Immortal untill the Golan is gone. By that time, the AI flights that accompany you should have cleared most of the other static defenses, except for the L/B MG1 and MG2 (BTW: it looks as if MG2 does not have to be destroyed to get a Mission Complete, unlike MG1).