Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!uunet!mcsun!unido!pcsbst!jkh From: jkh@meepmeep.pcs.com (Jordan K. Hubbard) Newsgroups: comp.sys.amiga.games Subject: F/A-18 Interceptor; How do I recover stolen F-16's? Message-ID: Date: 28 Sep 90 14:40:00 GMT Sender: news@pcsbst.pcs.com Organization: PCS Computer Systems, GmbH Lines: 66 Ok, I admit it, I'm stumped a bit early in the game, but.. Having finally gotten the hang of the controls (through no fault of my documentation; it's all in German!) and whatnot, I managed to qualify myself and do a reasonable job on the first couple of missions. Then comes the "Stolen Aircraft" bit. I simply cannot figure out a way to get the buggers to turn back, surrender, whatever! I've tried being "chummy" with them (I.E. not immediately knocking off the escorting MIGS and thus proving myself hostile) in an attempt to get close enough to fire a burst of cannon fire "across the bows" but they don't turn back, they just run for it. It's hard enough just keeping with the guys, much less trying to intimidate them. I've tried knocking the MIGS off right away, but that doesn't seem to affect the morale of the F-16 thieves either. I finally just said the hell with it and did this mission by going up and smoking all 4 aircraft without provocation. This "completed" the mission with congrats, but seems like a rather empty way of having done it. Now I'm trying to get the "feel" for just when to launch the rescue pod so that it doesn't land so far from the downed pilot, but that last mission still sticks in my craw and I'd rather go back and do it right. Any clues? Also, what's that nifty little code wheel for? I've wanted to use it but the game always prompts me for "Any countercode" and hasn't given a hoot for what number I type in to it. Bear in mind that my docs are in german, so if somebody knows of a special use for this little wheel, I'd be glad to hear it. Reading up on some of the tricks for this game (I.E. shooting the EA HQ in San Mateo, firing missles straight up at max altitude, cruising the freeways, F-16 carrier landings, etc) has really revealed it to be a piece of art. I really really wish that the original author would get off his butt and come up with a second, more fleshed out, version. Something with a bit more "role playing" inserted. For example, I'd like to see mission briefings, performance evaluations and just plain more realism in terms of actual missions. Right now, it feels more like a very nice flight simulator with the combat part sort of grafted on. I've violated every order they've given me (fired before fired upon, shot the carrier, destroyed air force 1!) but as long as I fulfilled the fuzzy mission guidelines I still got a pat on the back and a free reign for the next mission. The game also lacks continuity; I auger in, and it just gives me another plane without any indication as to whether my mission is still valid, or what exactly I should do (in the case of the Downed Pilot, you usually have to start over since the mission is blown, but it doesn't tell you that). It would also be nice to have more missions, esp in the air-to-ground role. Russion tanks moving up from Mexico and going after Silicon Valley would be something (still not sure whether I'd mind or not :-). Considering that the missile object tracking stuff seems to be already well done, they could also add a ground-to-air threat (SAMS) without too much extra effort. That would add a lot! Helicopters, enemy missile boats, mumble mumble.. Ahem. Well, sounds like I'm bitching and flaming about the game but I'm really not. It's just that so much is done so well, it would be Truly Fantastic if they'd just add that missing 30%. That would be a real classic. I'd buy it for sure. Jordan -- PCS Computer Systeme GmbH, Munich, West Germany UUCP: pyramid!pcsbst!jkh jkh@meepmeep.pcs.com EUNET: unido!pcsbst!jkh ARPA: jkh@violet.berkeley.edu or hubbard@decwrl.dec.com