Standoff Mission Tree Guides Players to New Adventure
Farbourne has completed his Standoff mission branching guides. The are two major versions. The first file highlights the mission tree (1.4 MB pdf) in a flowchart with some notes on a second page, and a second guide focuses on the branching details (820 KB PDF) of winning and losing. Download the actual Standoff game here jump into the cockpit!I made two versions because I couldn't decide which would be more useful. One is a large, hi res version of the tree, with (very abridged) notes on the "back" (page 2, but the back if you print double-sided) as to what controls the branching. It's essentially a "Quick Reference Guide". The other is a full document, a "Branching Guide", that explains the branching in more detail, but has a much lower-res version of the tree (because it had to fit into 8.5 x 11 to be printable with the text).------------------------------
I did confirm that "Rescue Run" and "Search and Rescue" are two different missions, and which you get is determined by where you wingmen eject (if any of the pilots eject on the patrol prior to the jump point battle in "Rearguard Duties" you get "Search and Rescue", but if all the ejections happen at the jump point you get "Rescue Run". Incidentally, getting Rapier pilots to eject to confirm this, when they're only facing a few Kilrathi on patrol is an adventure in and of itself...I ultimately had to, very carefully (to avoid being branded a traitor), "help" the Kilrathi along to get one of them to eject.
Trying to play-test these branches led to a number of interesting and extra-hard mission challenges like this. For example, trying to *not* kill the Ralatha in, I think, "Making Way" to confirm that that lead to the Ep 4 losing path was fun...I eventually treated it like a fleet defense mission where I would park near it and try to shoot down my wingmen's torpedoes. This ultimately worked. However, trying to fleet defend a hostile capship when I couldn't shoot at the bombers and while there are scores of enemy fighters, and very good pilots in those bombers...let's say it was...interesting. It led me to believe that, by far the easiest way to get to the Ep 4 winning path was to take the Ep 3 losing path...way easier than saving the Verdun and the Clydesdales/Sao Paulo. Anyway, a lot of fun times like that.
Follow or Contact Us