Space Engineers

Space Engineers

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Operation Spearhead - a fighter scenario
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Type: World
Mod category: Exploration, Experimental
Tags: story, survival
File Size
Posted
Updated
179.816 MB
10 May, 2023 @ 2:56am
23 Oct, 2024 @ 12:58am
5 Change Notes ( view )

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Operation Spearhead - a fighter scenario

In 1 collection by Sarekh
Scenarios and Worlds
13 items
Description
A lore-driven fighter-combat scenario with missions for single- and multiplayer


“Welcome aboard the Soraia, your last stop before the big leagues!”
You have spent the last half year of your combat pilot training aboard the patrol carrier AICN Soraia and are just about done with your tour when things go south. Your last tour has lead you to the Jaka system, a remote and desolate place that is primarily used as a transit system between populated systems of the Akhinnae Empire.
Combat drills and routine suddenly get replaced by live action combat against an unknown enemy that is invading the system. Can your squadron, the “Ashen Ravens” help to get the carrier safely back to the jump gate?

What is this?
This is a scenario that aims to combine a game like Wing Commander and Space Engineers. You will get straight “Search and destroy” missions and save allied ships against the enemy while trying to stay alive. If your fighter gets damaged or destroyed… equip your welder and rectify the situation!
You start with basic, unsophisticated patrol fighters and will find better fighters, equipment and weaponry along the way in later missions. Take along drones and blueprints for better combat fighters, scavenge the remains of your enemy or get supplies from freighters you save – but keep your carrier intact.

Who is this for?
“Operation Spearhead” is aimed at teams of 2 to 4 players but can be played as single player as well. The less people there are in your squad, the higher the difficulty will be.
Playing this scenario in single player is absolutely manageable but it will be rather difficult. Save often and make sure to keep your fighter in top condition.
This is a scenario for the seasoned space engineer player. If you do not know how to punch in FTL jump block coordinates or how to find steel plates in a conveyor-equipped ship, this scenario is NOT (yet) for you. Having experience with utilizing scripts such as WHAM from Whiplash also helps.

How to play it
The AICN Soraia is your mobile base of operations. You receive your mission briefings there and the coordinates of the mission area. Use them to jump the carrier into the mission area. Then take off with your fighters, find all enemy signals and eliminate them.
In many missions, you are required to protect allied ships or stations. You might find additional information or resources on these allied ships, so take a look and board them after the fight.
Finally, get back to the Soraia and repair and rearm your fighters before starting the next mission.




You can find the manual for this scenario here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2973987816

Please note: you will need to join the available Imperial faction first in order to properly spawn.

ATTENTION: Right now, some of the mission coordinates from the briefing screen can be accidentally two-liners. They still work but they clutter the FTL jump menu unnecessarily. Circumvent that by removing the break in the briefing text before adding the GPS coordinates to your GPS log.

This World comes with OPTIONAL mods. You can remove them, but they are adding much to the atmosphere of the scenario.
The world comes with a NON-OPTIONAL mod:
AE NPC Dummies - Interactable NPC Blocks by SEModder04 and Æ
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2289675817

Special thanks to Smokki and trx for beta-testing and giving me continuous feedback and to Whiplash for his brilliant scripts (as always)!



“How do winning conditions and mission conditions trigger?”
There are none. This is “just” a world with things placed in a story-telling order. The mission will “start” when you chose to jump to the next coordinates.
“Akhi.. Hakhu… what the heck?!”
Akhinnae – it’s my own world, with lore, language, history – I am a nerd, you know?
“DLC split the community, why do you use them here?”
I understand the argument, but I do not agree with it. I use the DLC because the give me the vanilla possibilities to use decorative freedom that I would otherwise not have. You are free to use the item without the DLC and I will not change my old worlds and blueprints so they can still be used without DLC. For new content, however, I chose to use all available DLC.


I will always publish all my Space Engineers work for free - but you can support me if you want - via
Patreon [patreon.com]
29 Comments
Sarekh  [author] 17 Sep @ 4:21am 
FYI: The issue has been reported and is picking up some traction.
Sarekh  [author] 15 Sep @ 2:08pm 
Thank you! I try! For my older work I sometimes chose to redo them instead of maintaining, because 10 years old worlds will simply break - but with my newer work I try to stay ahead of things :)

Seems like this has been reported as a bug in another setting already, so I am hopeful it will get adressed.
mast313 15 Sep @ 1:15pm 
Whoa it's nice to see that you are still maintaining these mods and scenarios. Dealing with new issues with further updates must be a pain. I've seen the most popular scenarios in Arma 3 get destroyed because the developers weren't taking them into consideration. It's especially problematic for games where the developers provide platform and expect the community to fill the space with their content. I hope that Keen will be more mindful with their update policy.
Sarekh  [author] 14 Sep @ 5:15pm 
oof, thank you for the warning. It seems the landed ships currently cause this, that is NOT cool and definitely popped up with this version of the game first. I will write a bug ticket to keen.

Workaround in the meantime: enable creative admin power in game before the jump, go to the target GPS via F8 spectator-camera while already in the flight seat of the Carrier - and press ctrl+spacebar - it will teleport you, the ship and it should teleport anything attached to the targett coordinates.
mast313 14 Sep @ 4:23pm 
Currently the jump drive is blocked by <something> in the carrier making it impossible to jump to the mission coordinates.
Sarekh  [author] 8 Sep @ 3:21pm 
Attention: This mod will receive an update with the Apex Release content. I am working on overhauling all my scenarios in this order:

Making Planetfall
Ieram Colony
Narsut Colony
Light Casts Shadow
Operation Vanguard
Operation Spearhead
Acolin Colony
Imperial Academy
Akholestis Colony
Gautus Colony
Sarekh  [author] 28 Nov, 2024 @ 4:15pm 
Not an error per se but a limitation of the game.You can go three way about it:
>>quickly hop into creative, copy the whole grid, take off a remaining turret and paste it, correcting the group accordingly
>>build it manually, it's pretty straight forward if you look at the others
>>replace it with an assault turret, etc.

The ship should still be a pretty solid support base with one Geyser missing, anyway.
FirstScout 28 Nov, 2024 @ 3:47pm 
I got one of my custom turrets blown off and now cant repair it. Since its a separate grid, none of the projectors can project the parts except for the main rotor. Is there an obvious fix to this, or is this just an error?
Sarekh  [author] 23 Oct, 2024 @ 1:12am 
LARGE UPDATE

Changes
-addressed contact update - no prototech encounters in there but some prototech blocks can be aquired
-addressed signals update - added a complete com-system that broadcasts information in mission areas
-made the Dragonfly Class fighter more easily obtainable

Updates
-updated all program blocks
-updated all fighters

Fixes
-fixed a ton of ownership issues
-fixed some connections in grids (conveyors)
-fixed some grids without energy
-fixed some construction errors on the Soraia
Sarekh  [author] 6 Oct, 2024 @ 12:02pm 
The second part of this scenario series is now available:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3342414826