by Idontknowman » 05 Jan 2018, 10:47
2 issues with objectives:
1) Destroy the subs objective:
This one has very exotic trigger conditions that cause issues in the mission.
The player will only receive the objective after 30s after the shield was either repaired or destroyed. Due to these conditions it's possible that the player may have destroyed the subs but once the operation is over the sub-objective will still be listed as a failed objective because the player could never complete it with success as it wasn't ever assigned to him. The sub-objective is also automatically counted as failed objective once the map expands, if it wasn't completed by then. In addition to that the player will never receive this sub-objective, causing it to be listed as failed objective, if either
-the shield was neither repaired nor destroyed
-the shield was repaired after map expansion
-the player destroys the subs before receiving the objective to do so (tested)
-> change: This objective shouldn't count as failure unless the subs still exist when the whole operation is over, as it makes no sense to do so: the subs are still there and so is the player, nothing has changed. If that sub-objective is so important and urgent it should at least get a text, indicating that it's of equal importance as a main objective, due to being on a tight timer. Ideally this objective should be assigned by a timer that runs right at the start of the operation instead. That not only ensures to get rid of the issues around the scripting but it's also convenient because the player still has access to subs and sonar by then.
2) Civilian trucks:
Once either 6 trucks make it and the objective is completed with success or more than 4 trucks are destroyed and the objective is completed with failure the truck control button is removed. In any case some trucks may remain that can't be controlled anymore.
-> change: The objective may be counted as success or failure ahead of this, depending on the state of what happened, but I shouldn't be forced to abandon the remaining civilians. I'd rather have the remaining trucks change control to be under my direct control, so that I can move them to safety, until the last truck made it. The trigger to bring them to the city seems to run even after the objective was completed, which is a good thing, as I was able to bump them to the city where they'd then auto-drive to the center and despawn.
Edit#1: Also the mission script reveals that the player has to rescue 6 civilian trucks on all difficulty levels. Could rather be 2/5/8 on easy / normal / hard.
Question - Fletcher:
I played this mission on hard only, so far. Does he ever build a Fatboy on other difficulty levels ? Or get additional base defense then ?