I wondered why HWR was updating itself this morning, thankyou very much - I just lack time to play it.
I would have thought that perhaps the best way to do missions in the beginning is to copy the basic campaigns from the games / books.
Or play certain selected memorable missions. I suppose it depends on how easy / difficult / time comsuming it is to write a mission.
Now to go and give it a quick go, before its back to studies.
The problem with that is the difference in gameplay between the Wing Commander series and Homeworld Remastered. To explain it better, you are in your fighter in Wing Commander, you shoot at enemies, you dodge missiles and energy bolts, you do a tense torpedo run in the middle of the enemy AAA fire and you come back after saving the day, while in Homeworld Remastered... you cannot do that. Your fighter is a unit among others, and you cannot control it with the same kind of
finesse as in a dedicated space shooter. If I made a fighter that reflects the achievements of the games' named characters, then what you would be seeing is a fighter coming in, blasting a dozen enemy fighters without your input and continuing on its way.
Not very interesting, is it?
I can and do have named fighters with better performance all around, but they cannot be übercraft that kill all on sight, because there would be no interaction whatsoever with the player other than "send the fighter here, watch it kill the bad guys, repeat". The engine is of a RTS, and any solo campaign mission must be based on the strengths of such an engine, and that means winning the fight not through the performance of a single pilot but winning the fight before the first shot is fired. The CAG and the Admiral will have to anticipate, react and manage their assets to have a superior situation where they want and when they want. You get to be Tolwyn, without the whole genocide in black suits stuff.
And when you look at the games, the missions that are exciting from the cockpit would be utterly
boring in the mod: you have two fighters and at each nav point, you find a wing of other fighters, wait for the combat to finish, go to the next nav point, repeat, come back to base. Sometimes, you find, yay, a single starship you have to kill. Does that make a mission in a game where you cannot pilot your fighter? Nope. The only games from which some missions could be taken, IMHO, would be Wing Commander Saga and Wing Commander Standoff, because these offered much larger fleet action scenes, and even then, those were the high points of the whole story, the crowning moments of awesome in a story where you rarely see more than one enemy starship at once. In a strategy game, such battles are commonplace, dime a dozen. This means that to make them exciting, one must rely not on the simple presence of the starships and the heavy firepower, but on more complex tactical positions where you must think and react quickly to a situation that is very fluid and can mess you up easily.
This is what, I think, this first mission will show you. It is something a single pilot, however skilled, cannot win by themselves, but that a battlegroup aware of its strengths and weaknesses can ride out victorious. It
is hard, and I expect that you will fail the optional objective more than once before you get it right, but it will teach you more about your forces than the copy of a WC mission: I did the copy of the first WC4 mission, and it's boring, as it roughly is a barely interactive cinematic in the Homeworld Remastered engine.