DF Campaign - Mission Structure

By Tocath, in Imperial Assault Campaign

Mission Structure for the custom Dark Forces campaign mentioned below in the forum.

DF-Mission-Map.jpg

Two missions are missing from story mode:

Jabba's Revenge will be reworked into Kyle's side mission.

Stowaway will be reworked (heavily) into Jan's side mission.

Dark Forces was entirely linear. In order to proceed to the next mission you needed to fully complete all mission objectives. Failure, as they say, was not an option.

For this campaign, I'll be rewriting the plot a little to allow for failures. For example, in the first mission, the heroes need to find the Dark Trooper prototype weapon within a certain number of rounds. If they succeed, they track the weapon to a Research Facility on Fest. If they fail, Alliance command will send them off after the lone remaining lead, a rumor of an Imperial weapons engineer hiding on Anoat.

Unlike the main campaign, the "happy path" and "failure path" share some missions beyond the first. Starting conditions for these shared missions will be based on which mission you came from and whether you succeeded or not.

Hopefully those starting conditions will favor the losing side more than the core campaign currently does; it seems to me that even though the losing side is theoretically given an easier next mission, the core campaign still has a pretty strong snowball effect, and repeated losses can still give one side a pretty unassailable lead.

Perhaps each mission's starting conditions (or mechanics, or threat level, or whatever) could depend not only on the single previous story mission outcome, but also on the total win-loss record thus far? So, for example, in this plan the 6th mission is always Deadly Cargo. But if one rebel team loses all five previous missions, and another rebel team wins the first four but loses Blood Moon, they should not play identical versions of Deadly Cargo. Instead the team with the worse running record ought to somehow get a bigger bonus (like reduced threat, or fewer starting/open groups) to help them make up for all those losses.

Exactly Taleden.

I am designing Deadly Cargo to be a "re-balancing" mission. The campaign will track overall win/loss and there will be significant bonuses for the side that comes in with a string of losses.

These bonuses will not just be meta-gaming. They will be structured and written in a way that reflects that the winning team's forces are growing cocky, sloppy, and dismissive of the other side as a credible threat.

Very cool.

Nothing constructive to add at this time.

Is this still a thing? I think this would be awesome!

Looks good, excited to see further on.

I am having the same problem adapting Heir to the Empire. Its linear and the good guys always win. Its a challenge to come up with a balanced multi-path campaign.