all fighters are weaponless in the missions.
I have uploaded a new campaign file on the Farpoint Station site to fix this problem.
http://www.sector114.comIn mission 2 the fighting is very intense for the first 6 to 7 minutes and then the fighters and bombers are all destroyed. Then there is a 3 to 4 minute wait until the Midway's jump drives are charged. Maybe you should spread the attack out some and add some chatter among the wingmen.
That's one of the missions that will actually include quite a bit of pilot chatter. But I do need to take a look at spreading the attacks out, there should not be such a long delay with no action.
In mission 4 the pirate base and the mining ship are destroyed and the objectives are met. You get a message that says return to base but not a directive. Pirate fighters are still arriving. If you warp out you get the debrief for completing the mission but you also get a debrief about leaving without permission. You are allowed to continue with the campaign.
Thank you very much for this observation, that's going on the To Be Fixed list. This is exactly the kind of feedback I need.
In mission 5 you might want to have the fighter dock with the rescue ship instead of warping out.
I might do that, since the survivors end up getting transferred to the Midway anyways. I didn't originally plan to have that happen, which is why the pilot warps out at the end, to return to his ship.
Thanks a bunch everyone, keep it coming. Work is continuing well on the campaign... but I'll rpobably need a team of people to help me out pretty soon, because I don't want to keep releasing missions one at a time to the general public.