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Add Ordos 6a #17580

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merged 4 commits into from Mar 21, 2020
Merged

Add Ordos 6a #17580

merged 4 commits into from Mar 21, 2020

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@abcdefg30
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abcdefg30 commented Jan 12, 2020

The highly awaited sequel to #16057 - exactly one year after the original. 馃帀

I slightly increased the time between waves on the hardest difficulty, making it beatable without requiring excessive effort (I can easily beat it before the reinforcements arrive). Additionally I decreased the waiting time for the reinforcements. 30 to 40 minutes are just really long, and most of the time you'll have completed the mission already by that time. The maximum wait time is now 20 minutes.

Other changes include:

  • A display for when the next reinforcements arrive
  • You can no longer sell the starport (the one you have to "guard at all costs") and still win
  • Code refactors
@abcdefg30 abcdefg30 mentioned this pull request Jan 12, 2020
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MustaphaTR commented Jan 13, 2020

In the original version of the mission, you didn't have to guard that starport specifically. You could build a new Starport in the main base and get rid of the other Starport to be able to defend it better.

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abcdefg30 commented Jan 13, 2020

Figured as much. I'd not be surprised if this was actually a bug in the original.
Implementing this posed a slight problem: How was the player going to know about this?
The primary objective is very concise and I didn't want to convolute it. Additionally, I don't think that makes the mission better. Allowing this would just turn the mission into yet another "protect your base and destroy the enemy base" mission.

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fruestueck left a comment

At my first playthrough attempt, an enemy tank stood idle for some time next to the starport. That was helpful.
OpenRA-2018-01-02T033026Z.zip

Haven't been able to beat the mission with four attempts on default difficulty easy. For an unskilled player like me, who would enjoy missions and story over hardcore gaming, some "baby" difficulty would be nice. But I'm not the typical dune2k player and don't represent the community playing it.

Was able to win just with debug commands (on my second try with debug shame) :D

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abcdefg30 commented Jan 22, 2020

Hm, ok. I'll look into making it more easy. (Fwiw, I used the standard OpenRA-d2k method of just building 438 rifle infantry and swarming the map.)

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fruestueck commented Jan 28, 2020

Hm, ok. I'll look into making it more easy. (Fwiw, I used the standard OpenRA-d2k method of just building 438 rifle infantry and swarming the map.)

I wasn't aware of that and build tech asap. Thanks for the advice.

@abcdefg30 abcdefg30 force-pushed the abcdefg30:ordos06a branch 2 times, most recently from 4e01d2d to 013d113 Feb 7, 2020
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abcdefg30 commented Feb 7, 2020

Rebased (first push) and updated (second). The mission should be easier now.

@pchote pchote added this to the Next Release milestone Feb 7, 2020
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I didn't notice any real showstoppers, although I'd argue that the difficulty just about counts.

https://www.youtube.com/watch?v=lHpn403jSkI appears to show some things that aren't in this version:

  • Objective is "Defend the Starport" rather than "Guard the Starport at all costs"
  • "Enemy reinforcements have arrived" notification.
  • "Deliveries beginning to arrive. Massive reinforcements expected!" message is missing.

Other issues I noticed while playing:

  • This is still really hard - even on easy it took me several attempts and IMO a lot more work and less fun than deserved on easy.
  • A Harkonnen carryall didn't die when I defeated them, and stayed endlessly circling on the map.
  • The wording "First batch of reinforcements" doesn't feel polished - I like that we show this instead of a context-less timer, but I would change this to "Initial reinforcements" instead.
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pchote commented Feb 12, 2020

re difficulty: the biggest issue is the fog of war, which gives no time to position forces to defend.

According to #16057 (comment) the enemy reinforcements notification would also help.

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reaperrr commented Feb 23, 2020

My 2 cents: I still think it's ridiculous (not just in this mod and mission) that our 'Easy' is usually harder than at least 'Normal', and probably even 'Hard' in the original games. In my opinion it's just wrong to base our difficulty on the assumption that the original games were too easy for most and that 99% of players are seasoned veterans who would get bored by something closer to the original games, because I think neither is accurate.

Though I think the easiest solution at this point might be to just rename our current difficulties to Normal - Hard - Very Hard/Brutal/Nightmare, and add a real Easy difficulty below that.

@abcdefg30 abcdefg30 force-pushed the abcdefg30:ordos06a branch from 013d113 to 60c84b3 Mar 17, 2020
@abcdefg30 abcdefg30 force-pushed the abcdefg30:ordos06a branch from 60c84b3 to fa9f734 Mar 17, 2020
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abcdefg30 commented Mar 17, 2020

Rebased and updated.

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pchote approved these changes Mar 19, 2020
@pchote pchote added the PR: Needs +2 label Mar 19, 2020
@reaperrr reaperrr merged commit 3d69363 into OpenRA:bleed Mar 21, 2020
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@abcdefg30 abcdefg30 deleted the abcdefg30:ordos06a branch Mar 21, 2020
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