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Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.

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Missions Ideas (Games : Vector Thrust : Forum : Game Types, Goals & Mutators : Missions Ideas) Locked
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IbizenThoth
IbizenThoth Gun-crazy
Feb 25 2013 Anchor

I'm the type who can't help but to come up with these kinds of things when I've got some off time. I love to write, and I love flight games, so while this is not so much a suggestion for a new game mode, I hope this has some ideas that would be useful or interesting to consider.

As far as I know, these conflicts will involve Country Alpha, Country Beta, Country X, and Country Z
Country Alpha is the player character's homeland, with Beta being the long standing enemy nation. Country X is a protectorate of Alpha, and Z is a puppet nation that Beta uses to try to gain territory from Country X, which has vast reserves of oil and plentiful nuclear fuel for power plants.

Mission 1

The Small War

Available aircraft: T-6 Texan, Embraer Super Tucano, Scaled Composites ARES, A-10, Su-25 Frogfoot, Jaguar, Alphajet, TA-50 Golden Eagle, F-5, BAE Hawk
Primary mission: COIN, Close Air Support
You: A Private Military Contractor flying a PMC plane in overwatch for Nation X allied with your home nation.
General Map Layout: A mountain range inhabits one side, while a Forward Operating Base (FOB) occupies the other. There is a town in between them, with a large oil processing facility at its center.

The first objective is to protect the allied patrol as it goes into town. Smugglers have been causing trouble in the region, corrupting officials and strong arming officials with threats of violence (much like Mexican drug cartels). The military has moved to this border town in order to root out the smugglers and to secure the border, as spies and materials flow freely at this junction. Smugglers in technicals (armed civilian vehicles) ambush the patrol. The friendlies take cover in an old oil extraction facility and you must destroy these technicals. This objective finishes pretty easily.

Soon after saving the patrol, the FOB that they operate from comes under mortar bombardment from the mountains across from them. The second objective is time based destruction of mortar emplacements on said mountain, which depending on difficulty level are either entrenched in the mountainside or exposed, given that as a first mission, it can be used as a tutorial of sorts for those who are new to the genre. Mission difficulty also dictates what aircraft are available, and what weapons can be used. For example, on easy difficulties, weapons will include a large number of standard missiles. On intermediate difficulty, the aircraft will carry a smaller number of standard missiles. While the highest difficulty, the missiles will be replaced by rocket pods or gun pods. Depending on difficulty, the mission will involve danger close airstrikes to destroy enemy forces that have breached a forward operating base operated by friendly forces. Manpads will also be present in higher difficulty levels, which will be difficult to counter, as they will not appear on radar, and will either be called out by infantry spotting from the FOB (which results in targets being designated within about thirty seconds of firing) or invisible unless at very low altitude, much like the Powder Keg mission in Ace Combat 5, except that there will be visible ground units upon extremely close approach. Napalm and conventional cluster bombs would be very effective, though self forging munitions would not be, as self forging munitions are designed specifically for use against vehicles and not soft targets like infantry.

The main object of defense is the aforementioned FOB, which serves to safeguard the allied country’s border against smugglers and dissidents. If mortar positions are not eliminated in time, the base is destroyed. Once the first phase of the mission is over, or in high difficulties, whilst still in the process of neutralizing enemy mortars, enemies begin to assault the FOB in three armored vehicles and an array of technicals hidden nearby. Ground chatter will indicate something along the lines of extreme surprise, as the smugglers had heretofore been fairly lightly armed. They gain entry to the compound and the ground forces, begin to desperately fight, managing to disable all but one of the three armored vehicles storming the compound. The technicals will stay outside, bombarding the facility with rocket and machine gun fire. Given a high difficulty, the player will be required to destroy the technicals and the tank without hitting any of the FOB’s facilities, for fear of friendly fire. It is highly recommended that the player have a slow aircraft for this level. A helicopter would cause the level’s pacing to be too slow, so it is not advised, since distance between the mountain and the base must be covered.
A sub-mission objective will be present in all difficulties. There will be a surveillance UAV flying about above the FOB, possibly acting as a spotter. Upon destruction, the ground forces will notice a significant decrease in enemy bombardment accuracy, resulting in a small boost in time to destroy the mortar emplacements.The level ends with a return line sequence and then landing. Once landed, you receive a debreifing about who the heavily armed troops were.

Level philosophy: Will provide a very different kind of gameplay depending on difficulty setting, allowing for fun for all levels of player, and allowing for high challenge for experienced players and an easy introduction for inexperienced players. Also contingent on difficulty is whether or not the enemy begins the mission fearing you. If you are playing Easy, then you are relatively unknown, as you are probably pretty inexperienced. If you are playing on Hard, you will be feared and the enemy will already have heard rumors about you, as you’re probably a veteran if you are playing at that level, especially if the game works with the same system as the Ace mode in Ace Combat games.
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Mission 2

CAP/Intercept
Aircraft list: F-5, F-4, F-104, Mig-21, J-35 (low tier fighters)
Map: Country X's Capital is in Northwest corner of map, border splits map with SAMs on either side of the line

Debriefing reveals that the smuggler aggression was actually escalation by Country Z against the Allied nation X. The simmering conflict between the proxy nations is getting hotter without any external meddling by either Alpha nor Beta. Recently, country Z has taken to a habit of conducting air patrols right up next to the border, leading to a lot of worry in X’s capital, as it is only a short distance from the border.

You are to patrol the border in a fast jet on orders by your PMC, which X’s government has provided with aircraft to conduct the CAPs, since their own pool of qualified pilots has been depleted due to a recent air war. Depending on difficulty, the you are either offered the aircraft because the allies are desperate, or because your PMC has stowed your own aircraft elsewhere (as in the aircraft you are known for flying, probably a mid tier airplane like the F-14 or Mig-29). You begin the mission heading out to the border, passing over the friendly radar picket composed of older model SAMs. The border is marked out on your map and you are told not to fly past it, as it will be seen as a provocation to war. There is a large enemy fighter force right across the border, and you fly with a group of native pilots who regard the enemy warily. The other pilots in your formation fly slightly more advanced, mid-tier fighters. One spots an unidentified, bomber-like aircraft flying low and slow, hugging the border on the enemy side.

One aircraft in your flight reports loss of flight control responsivity and statics out. The pilot intermittently regains radio use, clearly not doing well. Shortly before crashing, the pilot says something about the ejection seat not working, and the mysterious aircraft.Your aircraft begins to experience trouble and your engine turns off, along with all other aircraft in the flight. You are told to press the engine restart button when you reach below a certain altitude to see if it will work. The other pilots don’t have the same luck (they are in more advanced fighters, which the unknown aircraft can permanently disable).The enemy aircraft then disables the SAM network and the enemy flight begins to head towards the capital for a bombing run. After disabling air defences, the enemy bomber begins to retreat. You can move to intercept them, or attempt to destroy the mysterious aircraft. If you successfully intercept them, the mission ends with a news broadcast about the allied nation declaring war. If you are unsuccessful, the allied nation declares war, but the enemy had actually delivered a nuclear payload, significantly damaging the capital city and killing significant portions of the parliament, resulting in the president declaring martial law and moving forward with the war by himself. If you destroy the mysterious aircraft, you have successfully destroyed what was a prototype weapon employed as support in a later mission to impede your attack on a more important enemy facility.All enemy aircraft are valid targets from the beginning of the mission, but crossing the border has significant consequences.If you know that the unknown aircraft will try to disable your flight, you can fly in and shoot it down, or initiate a border crossing. This means that you are single handedly starting a war, and means that you will get extreme negative karma points. However, if you do this, you will later get access to a very powerful weapon that you can’t get otherwise (though you may or may not be a villain at this point). Since the attack was before the SAM network got disabled, the SAMs will shoot at enemy aircraft if they follow you back over the border. The rest of your flight will not fight with you unless the enemy crosses the border. When you come back over the border, the SAMs will shoot at you too, since they are old and cannot differentiate. At this point, you can decide to destroy these SAMs also, resulting in further negative karma.If you decide to attack the mystery aircraft after the first pilot goes down, you will be initiating the war, but the other fighters in your flight will follow you to avenge their comrade. The enemy SAMs will fire at you, but your team will try to protect you. If you shoot down the mystery airplane, the attacker aircraft will retreat, and when you return over the border, the air defences will not shoot at you, since you are with other members of the flight. This option will probably score you the fewest points, but has very little negative karma and results in the allied nation having a much better position in the war when it starts. If you want to play for the best ending, this is a good start.Difficulty results in changes to number of aircraft, SAM density, distance of mystery prototype bomber from border, and the altitude at which engine restart becomes available, in addition to the number of times the mystery plane can zap you, with it being only once in easy, then more in harder levels.

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