It is not immediately obvious how you successfully complete
some mission types.
Upon completion of a mission you are vectored back to a
base with an accompanying radio message. Some missions require you to hit your final
waypoint position, others require you to order a return to base via the communications
menu. Then only exception to this is the "INTERCEPT" mission which ends when the
target entities have been destroyed.
Here is a list of player flown mission types with notes.
SCOUT
Requirements:
|
Hit the final waypoint co-ordinate. |
Objective: |
Search and Destroy any enemy targets of
opportunity en-route to final waypoint sector. This can be classified as a "movement
to contact" mission. This is the standard and
most common sortie. |
SEAD
Requirements:
|
Hit the final waypoint co-ordinate. |
Objective: |
Search and destroy any enemy air defence
assets. These missions are usually generated as a result of friendly aircraft coming under
attack. The point of attack being in close vicinity of the final waypoint. |
DEEP STRIKE
Requirements:
|
Hit the final waypoint co-ordinate |
Objective: |
A long range strike against targets deep
behind enemy lines. The trick is to remain hidden until the engagement area (the final
waypoint). Engaging any enemy units before reaching the objective may result in
retaliatory attacks which may endanger your mission. |
RECON
Requirements:
|
Hit the final waypoint co-ordinate and/or
transmit recon data in the comms menu. |
Objective: |
Reach the recon co-ordinates and return to
base. You are free to engage units as you wish. Also you can transmit recon information
via the comms menu prior to hitting the final waypoint. The effect is just the same as
hitting the last waypoint. |
TANK BUSTING
Requirements:
|
Player or lead aircraft transmits RTB order
via comms menu. |
Objective: |
Search and Destroy any enemy armored units in
the area around the last waypoint on your route. Mission is not over until the lead
helicopter (or player) sends the return to base signal. A return route will be plotted for
you. |
INTERCEPT
Requirements:
|
The target unit is destroyed. |
Objective: |
As a matter of urgency, intercept missions
need to be carried out as soon as possible. The intentions of an enemy unit has been
determined and deemed important enough to intercept (destroy) before it reaches it's
destination. |
BATTLEFIELD AIR INTERDICTION
Requirements:
|
Hit the final waypoint co-ordinate. |
Objective: |
Search and Destroy any enemy targets of
opportunity en-route to final waypoint sector. This can be classified as a "movement
to contact" mission. This is the standard and
most common sortie. |
CLOSE AIR SUPPORT
Requirements:
|
Patrol your route until you hit the final
waypoint co-ordinate. |
Objective: |
Defend the air space above friendly units in
your mission area. These missions can be generated by advancing ground units. |
COMBAT AIR PATROL
Requirements:
|
Hit the final waypoint co-ordinate. |
Objective: |
These mission routes often take you
repeatedly across your patrol zone in a zig-zag fashion, usually around your current base.
This is mostly busy work, the AI flights on these missions should attempt to defend the
base from air attackers. |
ESCORT
Requirements:
|
The escorted aircraft completes its mission. |
Objective: |
Supply, troop-insertion and transfer flights
may request an escort flight. Players with a suitably high enough career rank will only be
able to take on these missions. |
TRANSFER
Requirements:
|
Fly to the final waypoint and await landing
instructions. |
Objective: |
Transfer missions are requested by bases low
on aircraft. Any nearby returning aircraft will be vectored to the base. It is possible to transfer to the base of your choice by simply
creating a scout mission which ends near the base of your choice. Chances are that base
will not have a full complement of aircraft and you will be diverted to it upon finishing
your scout patrol route. |