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True War (Day) - Invasion Scenario
20 Comments
Namsera 14 Sep @ 9:47pm 
Two of my buddies and I just finished up this one and actually really enjoyed it! It didn't feel like the units were being spammed at us, and we enjoyed some of the twists of having to change our lines and hold back the counter attacks. The AI even reacted to a massive flank we tried to pull on it, which was refreshing to see. Again, really well done!
Anonymous  [author] 7 Sep @ 5:05am 
Thank you all for your feedback. I understand that you are frustrated with the timer task and just want to chill and have fun, so I will remove it as requested.
fumungus 6 Sep @ 3:18am 
please remove the timer
Salty Beard 31 Aug @ 11:50am 
Timer killed it for me... hate those
Anonymous  [author] 5 Aug @ 12:43am 
Hello 闪光の912,
I’ll work on making the scenario playable as the Russia team soon.
闪光の912 1 Aug @ 10:49pm 
wang to play ru vs usa AI:steamthumbsup:
Anonymous  [author] 30 Jul @ 4:13pm 
Hello @mystermask,

I'm really glad you enjoyed the scenario—thank you for the kind words!

You're absolutely right, True War wasn't originally designed or balanced for solo play. It was built with 2–3 players in mind, so I understand the issues you ran into. That said, I appreciate your approach and will work on a patch to make it more solo-friendly

Regarding editing the scenario: it's totally fine if you're modifying it for personal use or to play with friends. I just kindly ask that it not be published publicly, as having multiple versions can confuse players and negatively affect the reception of the original scenario on the Workshop.

As for the lack of voice/dialogue, I completely agree. I’d love to add more immersive elements, especially audio. If you know any good free AI voice tools, I’d really appreciate your recommendations!

Thanks again for your detailed feedback and for taking the time to share your experience. I'm happy to hear you had fun!
mystermask 29 Jul @ 6:49pm 
A really great scenario.

I've played alone on hard with a mostly recon anf infantry deck so it was quite slow and methodic, the 105 minutes wasn't enough so I've changed the node myself to add more times.

Since I wasn't using too much units I had too much income like around 20000 but it's due to my playstyle more than the scenario.

I have to say it was really fun and well-done.

It would be great to have dialog or some texts for immersion but absolutely not a necessity to enjoy the scenario as such !
Anonymous  [author] 18 Jul @ 9:21pm 
Hello @Wood Ward,

Everything you requested has been done!
You can now find the scenario on my Workshop under the name:
True War (Day) – Invasion Scenario (5 Players)

Notes:

Income System: Works exactly like in Skirmish/Standard — it decreases based on army size, just like in Multiplayer.

Difficulty Levels:
• Hard: 300 income / 1000 starting money
• Medium: 350 income / 1200 starting money
• Easy: 400 income / 1400 starting money

Other Changes:
• Time limit has been removed
• A large army approach has been added in Phase 3

If you encounter any issues or bugs in the scenario, please let me know — and thank you for your help!
Wood Ward 18 Jul @ 2:17pm 
The income would decrease with Army size like how it does in Multiplayer. In Multiplayer the 300 income per minute is scaled so that when you reach 5000 points of units on the field your income hits 0. Because of this players would need to work together to be able to bring all the units needed to complete the mission, because atm with the increased income rate, in the games my friends and i have played, we could essentially bring the entirety of our battlegroups and we were all self sufficient fighting on our own fronts. By reducing the income to 300 points each, but increasing the player cap, it creates a scenario where you want to have 5 players working together to complete the mission.

The 2nd idea is cool, problem is that now you need a 6th player who is okay with willingly loosing, which isnt very common in the PVE part of the BA community
Anonymous  [author] 17 Jul @ 10:28pm 
@Wood Ward
Sure, will do. But regarding the income — I understand you want it to be 300. Do you want it to be decreased depending on the size of the army you have, or just stay as a fixed 300 income per minute without being affected by how much army you have? Also, doesn't it increase by 5 points for every objective you’ve captured, as has already been done in this version?

Or I have a cool idea that you might like — that is playing the invasion with one AI player and a real player in the same team of enemy, that is the Russia Team, against your 5 players USA Team or less. The slots are open so you adjust how many players in USA Team as you said... I was thinking to create this on this scenario but second version because it would be cool to play invasion against a real player with a scenario with written scripted — but if you don't like it, it's okay. I will do your idea 👍🏻
If you need an explanation of my idea, add me so I can share it.
Wood Ward 17 Jul @ 4:24pm 
An idea i just had was that maybe you could make 2 versions of the Scenario. The 1st version is simply the mission as it is right now with a Time Limit and a 3 player maximum. This version is intended as a smaller, more focused experience of the basic mission you have created here. The 2nd version is a larger, more team oriented challenge where you remove the time limit entirely, add another large counterattack upon completing the 2nd phase, & you add 2 extra player slots to the mission so it now supports up to 5 Players, but you reduce the income per player to the standard 300 points per minute of multiplayer/skirmish. I think that could take the solid core mission you have created and give 2 different approaches to tackling it.
Anonymous  [author] 17 Jul @ 11:06am 
Hello @Wood Ward,
Glad you liked it!

Regarding the time limit, I tried to find a solution node in the script editor that displays dynamic time instead of static text, but unfortunately, the game doesn’t support that. I also can’t completely remove the time limit because some players might be okay with it, and without it, the scenario might feel boring — like there’s no real challenge or chance to lose.

However, here’s what I can do for you:
I’ll add 5 more minutes to the scenario when playing with three players — you and two others — and 15 more minutes when playing with just one other player. This should give you a better chance to capture the last two objectives. Additionally, I’ll increase the delay before the resistance forces spawn in Stage 4 — since their role is to defend, not to push. They’re only meant to prevent players from capturing the final objectives. This way, you’ll have a fairer chance at completing the mission.

Sounds good to you?
Wood Ward 16 Jul @ 5:20pm 
I just played this with 2 other Friends and its good, theirs only one problem, and that is the time limit. My friends and i were on the last section, about 5 minutes away from taking the last 2 zones and we failed the mission because of the timer. Unless you can find a way to display the mission timer in the mission, you should not include a timer as the players have no way of knowing how much time they have left. IMO this mission would be perfect if you remove the time limit entirely, there is already more then enough pressure put in the player from the well scripted AI pushes
Anonymous  [author] 9 Jul @ 6:20pm 
@Taco Stay tuned for the next scenario it’s going to be wild but don’t worry, no nukes this time. It’s called "Angels of Death" and it’s currently in development. The structure is done, the hardest scripting is behind me, and now I’m working on the fun stuff. It’s going to be intense, crazy, and most importantly winnable. I want players to enjoy it and want to replay it over and over.

Thanks for the feedback
Anonymous  [author] 9 Jul @ 6:20pm 
Anonymous [author] 1 hour ago
Hello @Taco,
I'm really glad to hear you had fun, and at the same time, sorry about the PTSD flashbacks. But honestly, that’s exactly the kind of feeling I wanted to create something close to what a “True War” might feel like.

I know exactly what players go through in this scenario… I felt the same pressure during playing with people, and testing especially in testing when I was flying around with my immortal B-2, dropping infinite nukes just to finish the scenario quickly. Because of that, I literally had to put my PC on CPR to get it breathing again! 😂

The enemy AI is smart it doesn’t always act the same way and often throws unpredictable moves. That’s what makes it tense and engaging. I really put effort into balancing it so it’s challenging and strategic, but in a fair way.
Taco 9 Jul @ 3:08pm 
I like how its set up. The onslaught of troops is fun. It makes it last longer and to be honest, is giving me wargame AI ptsd. I will say though. if you use more than 5 nukes ( could be because its next to the border to the next area idk.) it will make your game want to crash lmao. Just gotta wait like 5 mins for the computer to come out of its aneurysm.
Anonymous  [author] 6 Jul @ 6:32pm 
@E10 Quote:"Enemy units in later stages don't exist before their stage is reached, meaning if you have units in a position where they will spawn, they stand no chance at fighting and you lose those units. Terribly designed."

First of all, the units are hidden for optimization and hardware performance reasons.

Second, did you have a chance in the first stage of the official invasion scenarios to reach the objectives before the enemy AI arrived?
My scenario works the same way as official—its invasion!! soldiers are on standby and ready for impact!
Anonymous  [author] 6 Jul @ 5:43pm 
@E10 I'm sorry to hear that. I've completed it with just one player alongside me many times!

The scenario is totally balanced — the income system works fine even when you have a huge army. I noticed that while playing; it relates closely to decision-making, and you can get back your full army again between 2 mins if you lost it completely.

Maybe it's just not your style, or perhaps you're still getting used to the game. The last stage is intentionally designed to put players under pressure — but not in an overwhelming way. It's a common gameplay style used in many games to challenge your crowd control, management, and decision-making skills. I simply tried to create something similar. Want me to name a famous game that uses this approach?

Anyway, this scenario was made for fun, and I respect that everyone has different tastes. I did mention in the description: "Bring backup." I appreciate your feedback. 😊
E10 6 Jul @ 1:12pm 
Awful, not balanced whatsoever. AI rushes you with waves and waves of armor and helis before you can even get your footing out of spawn. Enemy units in later stages don't exist before their stage is reached, meaning if you have units in a position where they will spawn, they stand no chance at fighting and you lose those units. Terribly designed.