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Alpha Campaign/ Editor suggestions (Games : Vector Thrust : Forum : Suggestion Box : Alpha Campaign/ Editor suggestions) Locked
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MyHatismyFriend
MyHatismyFriend Synchronized Drowning Expert
Apr 30 2013 Anchor

This thread is for the discussion of everything related to the revamp of the Alpha Campaign. Feel free to submit any ideas related to missions, objects and mechanics in here.

So far, this is what I've got: The campaign needs to display all functioning content of Vector Thrust. I have listed information below in several categories that would be useful in both planning missions and using the future Mission/Campaign Editors.

Mission Types: This is the base objective that the player will need to do. These can be changed during the mission.
- Destroy: Player needs to eliminate all TGTs within a time limit.
- Escort: Player needs to escort an moving allied unit(s). If the unit is destroyed, the player fails.
- Race: Player needs to get to a point on the map within a certain time limit.
- Search: Player needs to find and destroy hidden TGTs.
- Survive: Player needs to survive for a certain amount of time.
- Defend: Player needs to defend a stationary target.

What the Campaign has to Demonstrate:
- Airborne and Ground-based enemies
- Manipulation of Player Inventory for Aircraft and Weapons
- All of the above mission types
- SUPERWEAPONS
- In-game Cutscene System (all types)
- Branching Campaign based on Player Actions (?)

IbizenThoth
IbizenThoth Gun-crazy
Apr 30 2013 Anchor

Cruise missile defense:

A massive formation of cruise missiles is headed towards your base and other bases in the region in a large scale offensive attack. You are scrambled to shoot down cruise missiles threatening your base, while other bases and installations are left to deal with their own threats.

The first wave of cruise missiles will be relatively easy to destroy, though they will be very numerous. You will have support from friendly SAMs, which will take out some of the missiles that make it through your coverage. Intermixed with these missiles will be a small number of enemy SEAD aircraft, there to destroy friendly SAMs. It is not an objective to destroy these aircraft, as the SAMs will be plenty to keep them busy, if you prevent any cruise missiles from getting in range and distracting them from self defense. Your only objective is to destroy the cruise missiles, as radio traffic from other regional bases suggests that they have been unable to prevent damage to their facilities.

As the mission continues, you begin to realize that you are the last airbase left. The defense becomes even more important, as friendly fighters with no base to return to begin requesting landing at your base. The second and third waves continue like the first one, but then you receive reports from friendlies that attackers carrying supersonic cruise missiles have been used on the other bases. You are to find them and destroy them before they get in range. Since your base's radars are fairly advanced, the only potential point of attack seems to be from a ravine in the north, which would allow the aircraft to avoid detection. You arrive at the edge of the map and the enemy arrives/spawns. There are two attackers. At a certain range, both attackers will release their weapons. They will avoid your missiles, but they will not engage you, instead heading towards the base. Best case scenario is that you destroy both before they fire. If not, they turn around and the missiles continue at supersonic speed to base, at which point you have to drop everything and pursue.

At the close of the mission, the cutscene reveals that your base is the last operational airbase in the region. Your base is a relatively forgotten and far from any place of strategic importance, which is why it was able to survive the cruise missile campaign. A ragtag collection of fighter and interceptor aircraft have gathered at your airbase, from different units and services but they represent the only operational force left to defend against an impending enemy air campaign.
__________________________-

Here is a different variant of the mission with VLO cruise missiles. The reason this is not included with the above is because it uses features that would have to be added for implementation. Reports of VLO cruise missile begin to filter in from friendly units in the region whose bases have been destroyed. The first squadron of friendly fighters arrives. They are all equipped with IRST, and have sufficient datalink technology to give you targeting level information if there is a VLO missile near them (much like how the SU-30 has a radar "buff"). The squadron will mostly be situated in a circle around the base, possibly with one following like a wingman to "illuminate" targets for you if you don't have IRST. Another method for dealing with this would be to make it so that your primary missiles lock onto the target, but do not show a targeting or lock box, since your primary missile is a heat seeker. If you can spot a missile visually, you can fly up to it and shoot it down.

May 1 2013 Anchor

Mission 2: if any bombers get away (including a few added stealth bombers) then next mission you will have to race them to their target so you can destroy them. This should be possible because B-52s and B-2s are both subsonic bombers. Depending on what music sequencing code you will have at the time the music could change as the bombers get closer to their target.

In mission 4 you have to bomb a single factory, there are more long range missiles, and you are given an F-117A for the mission.

In mission 5 (Daggerfall) that destroyer that is currently floating in the sky is replaced by a ZiZ (that enters the map about halfway through the mission.) You don't have to worry as much about the surface ships because you will have friendly ships. If you didn't kill the MiG-21s in mission 3 they will be escorting the ZiZ.

Other possible missions

You are behind enemy lines, and don't have enough fuel to make it back home, and the enemy won't give you a chance to disengage and find a tanker. You have to fight infinite enemies and will eventually get shot down and taken prisoner. You will escape during the next mission but the plane you steal will depend on how long you survived during the last mission (If you last long enough to run out of fuel you get a 5th generation fighter).

A different mission path would have you looking for the POW camp while staying off radar (so they don't move all the prisoners), then coming back with reinforcements. The camp would be way up in the mountains so your military would have to fly all the prisoners out in helicopters.

For the "find the hidden thing" missions I'm not sure what you could find that couldn't be detected on satellite, unless you spend one mission flying a sub hunter.

A good escort mission would be like the San Loma mission in AC6, where you could not only protect the tanks but help them destroy their targets.

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
May 2 2013 Anchor

bornloser wrote:
In mission 5 (Daggerfall) that destroyer that is currently floating in the sky is replaced by a ZiZ (that enters the map about halfway through the mission.) You don't have to worry as much about the surface ships because you will have friendly ships. If you didn't kill the MiG-21s in mission 3 they will be escorting the ZiZ.

What if the ZiZ actually have optical camouflage (a shout out to Gleipnir) therefore it *is* actually there during the beginning of the mission, but it will decloak once at least 50% of the enemy fleet are wiped out, and starts to blowing the hell out of the allied fleet.

More:
-'Total Recall', an operation where you have to save withdrawing ground forces (which in full retreat, and there's a lot of them) from enemy CAS planes and gunships (I'm talking about AC-130 lol). The bad news is the radar is messed up due to heavy storm. Failing to save at least 50% of them, and good luck completing next batch of missions without any ground support.

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

May 2 2013 Anchor

Keep elaborating guys.

TS has been thinking this for a while.

IbizenThoth
IbizenThoth Gun-crazy
May 3 2013 Anchor

SEAD: The Flower Fields

You are in an F-117. You are flying in a zone known for its heavy air defenses, which have been destroying important high altitude reconnaissance missions and decimating any attempt to disable them. There will be many more SAMs on the ground than you should realistically be able to kill, possibly numbering up to fifty, arranged in a thick line across the map. There will be a demarcation line that indicates where the SAM line's borders are.

You are to stealthily destroy these sites while they are distracted by a squadron of remotely piloted target drones, like QF-4s or Ryan Firebees, and to open up a corridor in the SAM line so that a single low altitude bomber can slip through unseen. There will be a designated path that the bomber will roughly follow plotted on the map, so that you know where to focus on destroying SAMs. There isn't one set path, but three or four that will be selected at random as the mission starts. The drones will also roughly follow this path, since there is little point for them to follow a different one. The bomber is loaded with PGMs to strike high value targets on the other side.

These SAM sites are invisible on your radar, unless they are currently tracking a drone to fire a missile. Visually locating the SAMs should also work, but due to the heavy forests, and extensive use of camo netting, it is difficult to spot them unless they have fired a missile. Unfortunately, although the drones can maneuver, they use relatively primitive autopilots and are slow to maneuver and easy to shoot down. If all of your drones go down, then you have to visually search for the SAMs, though there is an alternative. Unfortunately, I'm away from a computer that can play VT for the summer, so haven't been able to play the latest update, nor do I know how stealth works in gameplay, but I imagine that for the purposes of the mission, if all drones are shot down, you could probably open up your bay doors and act like a Wild Weasel, taking on radar locks to find out where targets are so that you can destroy them.

It is important to clear as wide a path as possible, so that there is less chance of detection and intercept of the bomber. Clearing only the SAMs directly in the bomber's path will mean that the SAMs to the sides will probably still have the ability to engage the bomber. A single hit probably won't cause the bomber to go down, but a large number would probably result in the bomber being shot down.

Additionally, there is a series of search radars on the far side of the map, which acts to "tell" SAMs that aircraft are close enough to engage, at which point they will activate their tracking radars and become visible. If you destroy all the search radars, the SAMs will be forced to operate with their tracking radars always on. These search radars are widely spaced, so destroying these as a tactic will mean that you will lose a lot of time, and probably lose all of your drones.

MyHatismyFriend
MyHatismyFriend Synchronized Drowning Expert
May 4 2013 Anchor

While mission plans are all well and good, we might need an overarching storyline for this. The original Alpha Campaign isn't very story-orientated, but even a simple Ace Combat style one with Protagonasia getting pwned by Antagonasia and then elite hax Mobius Squadron ninja destroys all of Antagonasia's shit and then fights worthy noble enemy ace squadron and beats them would do. I sorta don't wanna use the campaign I'm planning because it is sort of long.

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
May 4 2013 Anchor

MyHatismyFriend wrote: While mission plans are all well and good, we might need an overarching storyline for this. The original Alpha Campaign isn't very story-orientated, but even a simple Ace Combat style one with Protagonasia getting pwned by Antagonasia and then elite hax Mobius Squadron ninja destroys all of Antagonasia's shit and then fights worthy noble enemy ace squadron and beats them would do. I sorta don't wanna use the campaign I'm planning because it is sort of long.


You mean stereotypical mission structure like this (in order):
1: destroy incoming bombers
2: assist ground team recapturing an airbase
3a: intercept enemy cargo plane
3b: destroy enemy radar facility, 1st enemy ace squad encounter
4a (if take 3a) : capture enemy oil platforms
4b: destroy enemy factory
5 (regardless of previous route) : attack on enemy harbor, AC4 style but on lesser scale
6: Daggerfall, introduction of ZiZ, 2nd enemy ace squad encounter (plot armored & always withdraw whenever you try to kill them)
7a: Reconnasiance ZiZ's base
7b: assist allies withdrawal
8a (if take 7b) : destroy the ZiZ (ACX's Showdown in the Skies style but more 'casual' since it has no shock cannon/SWBM level of weapon) and defeat the enemy ace squadron (the one you encounter while fighting ZiZ for the first time)
8b (if take 7a) : destroy ZiZ's base and the ZiZ itself, bomber escort
9: Intercept enemy ace squadron (the one you encounter while fighting ZiZ for the first time). Introduction of MRISA killsat
a possibility:
-If take 8a, then it will replaced with another ace squad
10: Massive furball level, a massive shout out to Comona too. Protect shuttle launch against endless swarm of enemy planes, but watch out of enemy ground attack planes/bombers and airlifters (drops BMDs/Sheridans near the launch facility), last wave before shuttle blast-off consists of cruise missiles.
11: break through enemy front line, close air support with massive ground battles. (3rd ace squadron encounter)
12a: rescue downed transport, escort evacuation helo
12b: escort defecting enemy VIP personnel.
13a (if take 12b) : destroy enemy missile silos, bomber escort (possible nuke launch where you have to take it down yourself if you're too slow)
13b (if take 12a) : destroy enemy nuke storage facility
14: close air support, assist ground forces in clearing out a city from enemy forces
15: enemy capital, destroy enemy stronghold
16: final mission, destroy enemy satellite control center under constant barrage of MRISA shots (4th ace squadron encounter upon completition)
17: *BONUS MISSION1* only available with special requirements (i.e destroy all star marked target a la ACX), destroy enemy fortress, more Fighter's Honor mixed with Avalon than Megalith though, with endless spawn of enemy elite planes
18: *BONUS MISSION2* face to face against final ace squadron (either overdrive-capable Su-74s or fictional jets...if possible), you will fly what you pick before mission 17 (with replenished HP and ammo) but you still can save the game before you start this mission

For this initial campaign release, I don't think heavy storyline necessary yet, simply put "a coup 'd etat turn a neighboring country into a militaristic country and they invaded your peace-loving country and wiped out 99.9% of your country's military force, as the last surviving fighter squadron, you and your squadron is the last hope to turn the tide of the battle" thing.

Instead of AC4/AC5/ACZ-ish, I'd prefer it to be AC2+ACX feel-ish somehow.

Edited by: Nergal01

IbizenThoth
IbizenThoth Gun-crazy
May 4 2013 Anchor

Do we want the player to be full on God, or do we want the player to be just another soldier though?

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
May 4 2013 Anchor

IbizenThoth wrote: Do we want the player to be full on God, or do we want the player to be just another soldier though?


I'm assuming 'in whatever branching mission you don't choose, it's assumed that someone else got the job done'. Plus often you have to rely on your allies on the most occurence.

So....yeah. I'm not quite interested with one man armying Godliek stuff like that.

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

May 17 2013 Anchor

Alpha campaign could also be turned into a side story inspired by the spanish civil war (with your squadron of volunteers vs the other faction's volunteers) that ties into the main story somehow

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
May 17 2013 Anchor

I'd prefer a WW2-styled (not-in-space but with jets instead) story campaign all over again.

If you know what I mean

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

May 18 2013 Anchor

bornloser wrote: Alpha campaign could also be turned into a side story inspired by the spanish civil war (with your squadron of volunteers vs the other faction's volunteers) that ties into the main story somehow


Hmph.

I do correct you with that. This could turn into a story that ties into one of the main stories.

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
May 18 2013 Anchor

flyawaynow wrote:

bornloser wrote: Alpha campaign could also be turned into a side story inspired by the spanish civil war (with your squadron of volunteers vs the other faction's volunteers) that ties into the main story somehow


Hmph.

I do correct you with that. This could turn into a story that ties into one of the main stories.


I might add it better to be a prequel story that makes significant consequences to the present-day campaign like Ace Combat Zero.

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

IbizenThoth
IbizenThoth Gun-crazy
May 22 2013 Anchor

A "short" Alpha campaign with a long write-up

Alpha Campaign

Uses 3rd and early 4th generation aircraft.

Story: After the Collected Republic disintegrated, many borders were redrawn, most without concern for the differences among people inside of them and without. There were two outlying countries that ran into particularly bitter internal struggles, Alpha and Perialpha. Alpha and Perialpha shared not only a border, but a culturally distinct group situated on the shared border. You could call them nomads, or gypsies, but they were a disliked people. These gypsies lived according to their own custom, and ignored the border just like the imaginary line it was. One unfortunate result was the flow of illicit materials from Alpha into Perialpha. Alpha did very little to stop it, as there was not much that could be done. Much of the illegal material consisted of harmless duty-free goods sold by gypsies for prices far below what they were available for in Perialpha. Of course, not all the smuggled items were harmless. On the last day of June, a bomb went off next to Perialpha’s chief legislative office. Two members of the congress were killed. The Beta Liberation Front claimed responsibility for the attack.

The Beta Liberation Front (BLF) was a radical faction among the gypsies, fighting for a separate “homeland” for their people. Already unpopular with the nation, the gypsies faced a terrible rash of state sponsored ethnic cleansing campaigns. With the fluid nature of their people, many began escaping into Alpha. Perialpha began conducting airstrikes across the border in order to destroy BLF hideouts. This did nothing to help the testy relations between the two nations, with Alpha’s dignitaries demanding that the actions cease, and warhawks railing for an assertion of national strength. Alpha, a nation closer to the economic center of the Collected Republic, was much wealthier than Perialpha, and with this wealth, had established a relatively stable government, with multiple outreach programs for integrating gypsies gainfully into the greater part of society, though with its own small shares of controversies and failures. With a small, but vocal community of former gypsies condemning the actions of the Perialpha military, it was not a large jump until the first Ceasefire Ultimatum was sent by Alpha to its neighbor.

With unfavorable relations quickly souring further still, Perialpha’s formerly struggling government had found a cause to rally their populace behind. Perialpha declared war on Alpha, under the statement that it would not stand for terrorists walking freely, no matter what nation they reside within. The announcement was met with public approval, as new information implicating Alpha as the source of the weapons used in the Legislative Assembly bombing emerged.

An air campaign began simultaneous to the broadcast, with interdiction aircraft destroying key air defenses along Alpha’s border, allowing for a wave of bombers to leak through. The August War had begun.

Story: As this is a short, regional war, there won’t be much as far as a long and drawn out campaign. As far as details go, Alpha has a relatively smaller number of aircraft, when compared to Perialpha, and so Alpha adopted a wartime strategy of deploying their aircraft on many more sorties per day than Perialpha in order to establish air superiority. Pilots would swap between aircraft and crew, allowing them to achieve tremendous sortie rates. Additionally, this resulted in much confusion on the bureaucratic end of things, with names of pilots and crew operating being misplaced or misattributed. One error seems to be the attribution of over 50 air to air kills to a nameless pilot operating out of seemingly multiple bases.

Mission 1: Destroy Attackers[Opens with a cutscene depicting the airbase coming alive as the air raid sirens begin to blare. You strap yourself into an aircraft and take off as the first of the bombs begin to fall.]Destroy all the attack aircraft and fighter escorts above your airbase. As the mission begins with bombs already falling nearby, you will begin the mission at low altitude at the end of your base’s runway. Only yourself and a few other friendlies manage to get airborne. Branches depending on whether or not all attackers are destroyed before the base takes a certain amount of damage.Units: (friendly) Draken, Starfighter (enemy) Jaguar, Mig-21

Mission 2A: Intercept BombersIf the base is destroyed, you will operate from a base that has escaped destruction, joining up next to an experienced fighter squadron, Aleph. You will be in a squadron of nuggets tasked with destroying a bomber flight with Aleph squad. When all bombers go down, a cutscene will trigger, introducing an enemy ace squadron. They will not be plot armored, but they will be in much better aircraft. You are told to retreat with the rookies while the Aleph squadron takes care of it. If the player does not flee, then another squadron of better equipped enemies will spawn.Units: (friendly) Draken, Starfighter, F-16[piloted by Aleph Squad] (enemy) Mig-21, B-52, Mig-29[piloted by enemy aces]

Story: This bomber flight is on its way to bomb both strategic and non-strategic targets, one of them being a known settlement of gypsies. Though it has fairly little bearing on the story if the settlement is destroyed, there will be tents on the ground where they are. One of your wingmen will be a newly integrated gypsy, and so will take great indignation at the bombing attempt. He is of a character that he views the war very much as a personal battle. Your other wingman is a relatively normal Alphan. Descrimination against gypsies is still present in Alpha, but is much more muted, with general acceptance of the integrated populace, and toleration of the still nomadic gypsies.

Mission 2B: Escort TransportIf the base is successfully defended, your base will have sustained heavy damage. A transport plane carrying repair equipment is on its way to airdrop supplies and repair equipment. You are flying with two others, as they are the only ones with flyable aircraft. You must prevent the enemy’s low end air superiority fighters (Mig-21s) from destroying your transport. When all enemies are destroyed, a cutscene activates, showing the arrival of three enemy aircraft. They are an enemy ace squadron coming in from the north, where a bombing run had taken place. You engage while the transport is making its way to your base. Their aircraft are significantly better than your own.Units: (friendly) Draken, Starfighter (enemy) Mig-21, Mig-29

Story: The Mig-29s encountered in this mission are the fighters that escaped from a battle with the Aleph Squadron from mission 2A.

Story: This is a key point of divergence, as each playthrough of the campaign only allows a player to understand a portion of the conflict. The key point is that the story paths after this mission can coexist with each other, as they are all parts of the same war, happening simultaneously. Perialpha launched a grand invasion strategy which involved crippling Alpha’s navy and overrunning the borders at the same time. The missions in this campaign also do not take place at intervals of months, but with only a day, or even hours in between.

Mission 3A: Airbase AttackThis is the mission you will receive if you choose to flee from the enemy squadron instead of engage. You are sent on a coordinated penetration mission across the border to destroy an enemy airbase and impair enemy ability to launch operations across the border. Other forces have also been tasked with destroying the other airbases. The airbases are heavily defended by SAMs and all manner of disorganized aircraft. Your goal is to destroy the base’s capacity to operate, so the runway itself will have small sections designated as possible targets, with a large array of alternate targets also available alongside, like hangers and unlaunched aircraft. The entire time, there will be an already airborne enemy ace squadron harassing you as the attack is underway. The remains of Aleph squad, which has taken a few casualties due to the previous encounter with enemy aces, will provide support, along with your two squad mates and a myriad of other attack aircraft alongside.Units: (friendly) Draken, Starfighter, A-10, F-16 (enemy) Mig-21, Mig-29, Jaguar (taking off or still on the ground), Type 81 SAMs, Patriot SAMs, AA of various sorts

Mission 3B: Coastal DefenseIf you destroyed all enemy aces, you will be given this mission. You are to defend against a naval bombardment of merchant marine and Alpha’s navy docks. You are to defend shipping and destroy enemy attack aircraft where possible. The mission ends with the destruction of the last enemy ship. The enemy air superiority aircraft is much more advanced than those available to you, but your mission does not require that you destroy them. Aleph Squadron will not be with you, as they have been sent to take part in an attack on an enemy airbase.Units: (friendly) Draken, Starfighter, A-10, F-16 (enemy) Mig-29, Su-27, DDG-56, Karel Doorman Frigates

Story: You will hear that another pilot going by the same callsign is out there somewhere, though relatively unknown.

Mission 3C: Tank BustingThis is the mission following mission 2A. You are to destroy a section of the enemy’s advancing tank and artillery column that are crossing into your border. This will be a largely open map with a string of friendly firebases along the border. Tanks will be heading towards these bases in order to destroy them. Mobile AA will be present, but so will a very small number of short ranged, friendly SAMs in each of the firebases. You must destroy the advancing armor columns, indirect fire batteries, and attack aircraft. The tanks arrive at the bases in intervals, so that not all the bases are being attacked all at once. At a certain point, enemy artillery will take up positions nearby each of the bases and begin bombardment, destroying SAMs and friendly batteries. You can destroy these before they arrive at their positions, but enemy tank columns will still approach the friendly firebases in the intervening time. After destroying the enemy artillery, a mission update introduces a squadron of A-10s tasked to knock out friendly bases.There will be “hidden” command and control M-113s on the map with a relatively large point value on them.Units: (friendly) Draken, Starfighter, A-10, Avenger SAMS, AS-90 (enemy) Mig-21, Jaguars, A-10, Type 81 SAMs, M1 Abrams, PHZ-89, M-113

Story: As this is on the frontier, gypsies will be present on the land, though not as units in need of protection. The Beta Liberation Front will be in the area, but will not interact with the battle, as there are no human sized units in the game as of yet. During this mission, you might hear reports that there is someone with the same callsign operating from another base, and that he is amazingly talented.

Mission 4: Capital FightAs all the enemy airbases have been obliterated, the enemy airforce is now operating from a single airport at the center of their capital city. As this is a regional conflict, the two countries lack the means to wage a long and drawn out war, especially given the fact that so much of Perialpha’s forces have been lost. However, this also means that it is not the capture of the capital as much as the crippling of enemy capacity to wage war. You are tasked with destroying the enemy’s airport, whilst causing as little damage as possible to the rest of the city.At the outset of the mission, you will intercept a few bombers egressing from the airport, after which you will encounter two enemy ace squadrons, one outfitted with Mig-29s, the other with Su-27s. Aleph squad and your own squad are here not to destroy the airport, but to prevent loss of your attackers while they destroy the airport’s militarized facilities. There will be a hidden command and control building which you can destroy if you fly near the center of the city.Units: (friendly) Draken, Starfighter, F-16, F-15 (enemy) Mig-21, Mig-29, Su-27, B-52, Type 81 SAMs

Story: This is the culmination of the August War, happening on the 31st. There will be a lot of buzz, as the ground controllers announce that everyone is flying with a national hero who has downed 50 aircraft over the course of the short war, who is of course, supposed to be you. You yourself are not supposed to have downed 50 aircraft in one play through of the campaign, though I imagine that they could make for interesting achievements. Your wingmen toss jokes about how you’re not so national hero material.

(My Doppleganger: destroy fifty enemy aircraft in the Alpha Campaign < National Hero: destroy 50 aircraft over the course of one playthrough of the Alpha Campaign.)

Mission 5: InterceptUnlike the other missions, this one takes a few months after the war.A very large, unidentified aircraft has entered Alpha’s airspace. You are scrambled to investigate it, given a time limit to reach a point on the map, and wait for its arrival. You will discover a ZIZ, flying at relatively low altitude. It is headed in the direction of one of your cities. Your flight hails it, but then is engaged by enemies that you cannot find on your radar. (spawned in behind you, much like how the 8492 Squadron spawned in in front of you in Ace Combat 5). You will then begin engaging the mysterious fighters. Though one would probably not notice it unless watching the ZIZ, it drops a weapon while you are engaged. It airbursts, and creates a tremendous blast, clearly nuclear. Your flight engages the ZIZ, which activates its guns and SAMs at this point. The airburst nukes will destroy you if flying below the ZIZ, and so you must attack it primarily from the top. It would be interesting if a nuclear device interfered with your missiles, due to a localized EMP effect, leading a player to use unguided weapons instead of guided weapons. As the ZIZ is going down, a cutscene begins, showing the ZIZ launching a large missile, that someone identifies as a short range ballistic missile. You must shoot it down before it gets too an altitude too high for your fighter to engage.

Story: Perialpha, though poorer than Alpha, had many more military installations and had many more military wares, including nuclear weapons. As a forcer Collected Republic state, Perialpha acted as one of the key staging areas for a counterattack on the world’s other superpower in the case of war, and contained relatively potent weapons to assist in such a case. The ZIZ is just one of those systems.

Edited by: IbizenThoth

MyHatismyFriend
MyHatismyFriend Synchronized Drowning Expert
May 22 2013 Anchor

It would be interesting if we could combine our planned campaigns into a Ace Combat-esque series universe. ((Though my one is approaching twice the size of Ace Combat 5's length :S)), though it would mean a lot of collaborative writing to establish a backstory and all the other shit.

Edited by: MyHatismyFriend

IbizenThoth
IbizenThoth Gun-crazy
May 22 2013 Anchor

The idea of overlapping campaigns is compelling, especially given the possibility of a large, stangereal-type world. I would guess that a such a thing would require that someone be the story's guardian, ordaining the holy stamp of canon so that people know where they can move. I do dislike the idea of using Desura as the platform, though. The comment system is great at preventing double posts, but causes some consternation when one comes back with an idea and realizes that it'll go into a dead thread, meaning that it'll be ignored.

Edited by: IbizenThoth

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