Got all re-motivated to get back into this, so here goes:
Great mission overall, the pacing felt just right and I always knew what I was supposed to be doing.
One thing I'm really interested in is how intuitive/aggravating/silly it is to work with the convoy from a fresh perspective.
Dealing with the convoy seemed fine first time through. I think it would be nice to have a 'distance I should be going' along with the 'distance-from', rather than just 'fly until the beacon prompt comes up' though.
The first time on the mission I didn't have any trouble with the signal light bit, but the second time (after getting murderated by the missiles) I couldn't seem to get it to trigger unless I held the key down for several seconds.
When the 2nd and 3rd volatile were detected. I didn't get a prompt to use signal light/beacon either but it still worked - though the debug lines said I had no beacons left when I hit the key???
Also, I think there should be a prompt for the key bound to 'target next/nearest unscanned' attached to the 'scan the ships' directive, rather than having to cycle through the escort list to find one to scan. I do like how the mobile/kamikaze ships rose on the list though - though I didn't notice it until after I scrolled through the target list to find the ship
More general:
Most important-like, the mission didn't end/the scan directive didn't complete though I scanned all of the ships and dealt with all of the volatiles/kamikazes, so I couldn't see how I did.
No idea why when I cracked it open though.
The tube launch hangs for a couple seconds, though the speed increases as if it is moving? Looked at it in the editor and don't see why though.
I think you should move the convoy/battlestar closer together at the start, though the messages fill the approach quite evenly. In the same vein, the frigates only sent their 'approaching the convoy' message about five minutes in, after I'd already blown up the ship shooting missiles and dealt with one of the volatiles. Maybe have them jump in closer.
The bombs on a Mk VII seem a bit ridiculous tbh in external view, maybe just force the player to take a VIIe?
The rest of my wing doesn't actually launch from the battlestar so they get dragged along with it when it jumps out.
Maybe use #weak variant missiles for the hijacked ship, or have fewer coming out at one time/ not all shooting the player, first time through I was coming in at a decent speed towards the ship when it triggered and was insta-killed by a pair of missiles before I could evade. Though this could just be because I suck since I haven't played diaspora in basically a month
and a final nitpick:
The blue is very hard to read on on the briefing screen, maybe use pink for that? Also, one of the icons for white wing overlaps with the convoy icon on stage 4.
So it looks like Blood and Chrome stole the name to our battlestar I think I'll wait to make a new nameplate until after its last episode.
Totally don't remember what I was going to say here...