#108b: the convoy, the mission, and the ambush #123
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Subticket of #108, depends on #108a.
fleet is larger than any the player can field yet, and mostly haulers.
shipment" - the objective is stated, and the world ship is somewhere to
actually fly to.
comes. the player is meant to kil it, so it should be easy enough" - a small
ambush the escorts can beat, announced before it lands.
The fleet size here is a special case: max_fleet_size() is 3 in a new game and
this is a convoy, so it must not be silently clamped to the player's ordinary
ceiling.
The convoy is ten hulls - six holds, four escorts - where a new game's fleet is one. That needs an explicit fleet-size override: a plain number rather than a fake doctrine, because nothing about your own progression should be bent to fit a cutscene.
It is carriers rather than transporters. Transporters belong to hubs and are not fleet-eligible at all, so a convoy of them would have been silently filtered down to its escorts - which is exactly what happened on the first run.
The ambush is chasers and only chasers. "Easy enough" is the requirement, and a sniper or an artillery piece against a convoy you cannot yet fight properly is neither easy nor a good first impression. Clearing them ends the beat; ignoring them lets it time out rather than stranding you.
Done in
2091692, landed together with the other two - the frame is useless without a script and the script has nowhere to run without the frame.Suite: 136/136 green.