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project wingman task force 1

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  • In mission 5, "Sirens of Defeat", Galaxy warns you not to cross a line during the evacuation of Presidia, as there's a huge Federation fleet there. If you do cross it , that huge fleet, including railgun cruisers , will do its damnedest to destroy you. But, if you're good enough, it's entirely possible you can take on the entire fleet and win . It doesn't change the outcome of the mission, but the payout is more than just the cash earned from wrecking an entire battlegroup with one plane.
  • In mission 6, "Machine of the Mantle", after destroying the geothermal power plant, the Federation Peacekeeper Squadron Crimson arrives, and you’re ordered to retreat. At first glance this seems like a repeat of Shattered Skies ' "Lifeline", but unlike in "Lifeline", you actually can win if you damage one of the Crimson Pilots enough, though it's extremely difficult as they'll be using AOA Limiters and dodging almost every missile you throw at them, likely forcing you to wear them down with guns. If you do, not only will Crimson Squadron pull out , but Galaxy and your wingman will react with shock and awe at (almost) shooting down one of the Federation’s most elite fighter pilots. And you get the kill credit. Crimson 1: Hrm?! All pilots disengage. I'm not risking any losses because of this bloodthirsty dog. ... Crimson 1: Yeah, except for that one... Crimson Pilot: He put up quite a fight didn't he? Crimson 1: (dismissively) He got lucky. [Crimson Squad leave] Galaxy: Holy hell. You've chased them off! Monarch, RTB before they get any funny ideas. Comic: What the hell Monarch? Since when did you fight like that? Diplomat: ...must've missed that class back at the Academy. Now let's go while we have the window.
  • Thanks to the destruction of the Solona Communications Array, the Federation became disorganized, and had become subjugated by Cascadia’s own electronic warfare, granting them several true victories in the war, forcing the Federation into a full retreat.
  • Before the mission even begins, on Mercenary Mode, the Game itself makes a grand Anime title screen instead of the usual mission start, just to highlight how epic the showdown will be.
  • In an effort to increase combat effectiveness the Federation started to replace Cascadian manned units with ones that weren’t nationals. In response, many of them defected and provided the Independence Forces with man power and intelligence, allowing Cascadia to secure even more victories.
  • The Federation tried to pull back their forces to grant them a chance to recover. A Cascadian patrol over the Bering Straight had encountered a number of transport craft carrying Federation troops, which they intercepted. The Federation sent reinforcements to cover them, and then Cascadia sent their own reinforcements to fight off those reinforcements. It eventually snowballed into a massive aerial battle where dozens of aircraft from both sides filled the sky above the Bering Straight. In response Sicario and Hitman team were deployed to the Bering Straight, and their arrival single handedly turns the tide in Cascadia’s favor.
  • When Crimson Squadron arrives over the Bering Straight, AWACS Galaxy, confident of their victory, gives the allied forces the go ahead to Intercept them, and together the Cascadians and Sicario manage to drive them off, with Monarch earning the nickname ‘The Crown’, and causing Crimson 1 to have a minor Villainous Breakdown . Crimson 1 : Tell them we have them! Just keep sending reinforcements , don’t take this from me! Federation HQ : That’s an order, Crimson 1. We have no more combat effective reinforcements. The transports were all shot down. We’d just be sending men to die . I won’t repeat myself. Crimson 1 : No, no, no !
  • At the end of each mission, while Hitman team forms up on Monarch, the allied aircraft leave the area in a specific pattern. But at the end of "Cold War" every allied aircraft forms up on Monarch, including Kaiser and Stardust, which empathizes just how much he contributed to Cascadia and Sicario’s victory over the Bering Straight.
  • The losses sustained by the Federation over the Bering Straight were so severe that they effectively lost air superiority for the rest of the war. Frontline 59's first mission also shows that Cascadian mercenaries were so rallied by Monarch that they chased Federation stragglers across the ocean to keep the fight going, requiring K-9 (who were first activated to join the battle) to be diverted to help cover the retreat.
  • In addition to the defeat above, the Federation completely loses face in the eyes of the Kingdom of Sawaiiki. Sawaiki was considering joining the Federation and offered their own military forces to help protect Task Force 1, only to be rebuffed by the Feds. The debriefing indicates that Sawaiiki is critical of the Federation's hubris and seriously reconsidering joining the Federation, doubly so as the CIF spared their personnel and installations.
  • When Crimson 1 first tries to tell them about how there are three types of people in the world, Comic fires back by pointing out a major flaw in his logic . Crimson 1 : Sheep are to be protected, and yet wolves like you need to be fed. Do you see the problem here? We are the sheepdogs . Comic : Sheepdogs herd the sheep to slaughter , you asshole!
  • Diplomat afterwards decides that he’s heard enough of Crimson 1, and fires a Rapid-Fire "Shut Up!" at him. He even interrupts Crimson 1 when he tries to call him out on it. Crimson 1 : Just think, how many have you killed? Diplomat : God just shut up! Crimson 1 : How dare- Diplomat : Shut up! Nobody asked! You think we asked specifically to fight you?! You think I care so much to keep fighting you?! Crimson 1 : You’re wild dogs, of course! Diplomat : Shut up! Just shut up! Fight us! Don’t talk! I don’t care! Shut Up! (smashes his radio console) Galaxy : ( Beat ) Uh, Dip’s radio transceiver is off.
  • Captain Woodward is well aware that charging at the Federation's fleet head on while they can broadside the Eminent Domain goes against everything he knows about naval warfare, but does so anyway to draw out the entirety of the Dejanus 's battlegroup into the open sea. Federation Ship: We have eyes on the Eminent Domain and her battlegroup steaming towards us! What is that mad man doing?! Woodward: All of our ammo! All of our guns! We are breaking this line!
  • When Hitman team finally makes it to the Dejanus 's battlegroup, Comic complains that three aircraft aren't enough to take on such a massive enemy force. Cue Kaiser coming in with an equally huge assortment of mercenaries to save the day. Kaiser: Do you wanna live forever? Let's give the Rebels what they paid for! Federation Ship: Jesus, where'd these guys come from?!
  • Kaiser's Badass Boast at the start of Mission 20, "Presidia", is pretty much the opening line from Call of Duty: Finest Hour , and it works just as well here as it does during the opening boat ride to Stalingrad. Kaiser: To all Mercenaries! Do not count days, do not count miles! Count only the number of Feds you have killed! Go!
  • The Independence Force commander as well at the start of Mission 20 has a choice line: Independence Force HQ: All callsigns. Commence the offense. We are the descendants of those who would not be ruled. Show them what that means.
  • Bonus points for the final phase. This time, Crimson 1 receives a Boss Warning Siren — for Monarch . Crimson 1: (exhausted) Goddamn it !
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project wingman task force 1

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Project wingman update 1.001 flies out this november 20.

project wingman task force 1

Sector D2 has released Project Wingman update 1.001 this November 20, and this is the game’s first patch post-launch on console. Read on for what’s new in the notes below.

Project Wingman Update 1.001 Patch Notes for November 20:

Sector D2 hasn’t acknowledged the patch notes just yet, but we’re (partly) assuming that this is for  Update 2.0 which was in the beta branch version of the game since last month.

PROJECT WINGMAN 1.0.4D -> 2.0.11 CHANGELOG

WEAPONS: -UGB-L blast radius doubled from 90m -> 180m. -UGB-L ammo count doubled. -UGB-S blast radius doubled from 45m -> 90m. -GBS blast radius doubled from 45m -> 90m. -CBU16 blast radius doubled from 45m -> 90m. -BML-U projectile count has been reduced by 1 (this was not a balance decision this was a bug) -BML-U should now launch correctily with the orientation of the player aircraft. -Railgun rounds now penetrate through most objects. -Bombs now have a 10m activation detection radius. -Bomb behavior has been significantly altered. -Reworked bomb drop behavior. -Gunpods are now classified as a dumbfire multi purpose weapon in the weapon selection screen. -ASM is now classified as a multi-purpose weapon in the weapon selection screen. -Fixed an issue where bombs would occasionally spawn misaligned to their hardpoint. -Fixed an issue where missile and bomb racks would appear in virtual HUD view.

GAMEPLAY: -Added Camera Padlock tracking speed switch. Users can now switch between a faster camera speed or the standard camera speed the game shipped with when holding the targetting button to track an enemy. -Adjusted the interpolation speed post AoA maneouver in “unlocked” camera mode. Should result in a smoother transition after the maneouver. -Significantly increased combat effectiveness of both Diplomat/Hitman 2 and Comic/Hitman 3 -Player death sequence has been updated. -Added controller force feedback when in clouds. -Slightly adjusted afterburner force feedback effects. -Added NEXT indicator for the next targettable unit in the target list sequence. -Reduced the update rate of target list so it can select new targets more often rather than going back and forth between 2 targets. -Slightly adjusted where “center” is for the next target system. It should now more reliably target what’s currently the perceived center of the screen. (Which is actually slightly lower than true center of the screen.)

RENDERING: Clouds 2.0 -The cloud and sky system has been completely overhauled! Allowing us to have much more control over the artistic direction of the skyscape and drive our skies further. It’s still a largely work in progress so feedback is appreciated! -Added an additional cloud resolution setting labelled [EXTREME] resolution. (Caution, potentially slow on some machines) -Cloud resolution setting has been slightly overhauled. The following settings now correspond to the following resolution. Due to the change of the default scaling, you may notice a reduction in performance due to the setting going up a tier. -Low -High -Very High -Extreme -Adjusted overall brightness of the game.

VISUAL FX: -Adjusted rain opacity on the canopy. Greatly improving visibility in cockpit view while its raining. -Improved snow weather effects. -Improved missile smoke particle effects. -Improved aircraft destruction smoke particle effects. -Adjusted and optimized several explosion particle effects. -Debris mesh has been fixed for both Airships and Air units. -Debris particle orientation for airships has been fixed. -Particle orientation for gun impacts now align correctly. -Improved water splash particles. -Added a special afterburner category for the VX-23 which conforms with the nozzle shape of the VX-23. -Fixed F/C-16 engine size smaller than the nozzle opening. -Gun firing smoke no longer appears in virtual cockpit. -Afterburners no longer appear in virtual cockpit. -Landing gears no longer appear in virtual cockpit. -Lightning strikes now should consistently appear under cloud cover. -Gun impacts now should work properlty when hitting ship hull and airship hull. -Railgun and railgun trails now emit light. -Improved rain particles. -PW-Mk.I Monarch uses no longer have mini cordium inerter built into the engine. -Adjusted gun impact particles. -Reduced falling wreckage material glow. -Adjusted rain effects on player aircraft. -Adjusted default values of lightning spawners. -Adjusted lightning particles to have supporting lightning step leader. -Improved Countermeasure flare VFX and behavior. -Transport/AWACS now can use flares as a visual effect. Although just like regular fighters, it’s only there as visual flair(heh). -Aircraft destruction effects has been slightly adjusted. -Aircraft destruction effects now has a more gradual onset. -Improved ships fire effects. -Adjusted ship sinking rate upon destruction. -Improved aircraft fire effects. -Fixed an issue where weapon racks would receive decals. -Fixed an issue where Motion Blur would occasionally distort during world origin shift. -Fixed an issue with EUFB particle orientation when viewed from above. -Fixed an issue with the Cordium explosion in Mission 1 being see through. -Improved radar visibility. -Missile smoke no longer follows head rotation.

VIRTUAL REALITY: -Separated video settings between when the user plays in VR or on regular screen. Saving the settings depending which display option is used. -Rain canopy effects has been slightly reduced in VR for improved visibilty. -VR now defaults to Round Robin occlusion. -Subtitles in VR now only rotate on one axis instead of second. This will prevent users from constantly “chasing” the UI element they want to see. -Subtitles now adjust to size with the HUD size options in the Interface settings.

UI: MENU INPUT OVERHAUL -Menu input has been overhauled. A new set of “Menu” bindings has been added to the game and should provide a much more tactile and responsive menu interactions. -Gamepad mouse style navigation has been permanently disabled. -Upon startup, the game will reinitialize several default menu bindings. It shouldn’t conflict with any of your other bindings. -Fixed an issue where certain aspect ratio would fail to display the Debrief screen properly. -Fixed an issue where certain aspect ratio would fail to display the Briefing screen properly. -Added reconnaisance data to the hangar screen for better loadout decision making incentive. -Added an indicator whether an aircraft has a WSO available or not. -Legacy UI element sizes made more consistent with the New UI element sizes. -Legacy UI now should scale correctly depending on the UI scale setting. -More elements in Legacy UI now uses the screen space projection as opposed to the world space projection which now includes -Gun reticle -Horizon Indicator -Velocity Indicator -Cockpit UI -Files/Codex primary info section font has been changed for something more readable in general. -Mission images has been added to the mission select screen. -Bomb prediction widget now turns red when it detects a target. -Fixed an issue where lock on elements will get stuck on screen upon firing missiles. -Lock on indicator size is now much more consistent with the target size UI element. -Made UI transitions much more consistent with the rest of the game.

CAMPAIGN LEVEL ADJUSTMENTS:

FRONTIERS: -Adjusted weather sequence. -Adjusted level lighting. -Fixed an issue where a skin is applied incorrectly to some aircraft in the level.

HOMESTEAD: -Fixed landscape casting oddly lit lighting.

UPHILL: -Landscape has been overhauled to use a new experimental workflow.

SIRENS OF DEFEAT: -Fixed an issue where the environment would have inconsistent lighting between Low and High Post Processing setting.

EMINENT DOMAIN: -Fixed cloud illumination under cloud cover.

CLEAR SKIES -Adjusted cloud sequence. -Adjusted level lighting. -Reduced the brightness of the landscape. -Landscape layering has been adjusted.

PILLARS OF COMMUNICATIONS -Landscape layering has been adjusted.

COLD WAR: -Fixed cloud illumination under cloud cover.

MIDNIGHT LIGHT: -Adjusted cloud sequence. -Adjusted moon appearance.

WAYBACK: -Galaxy no longer follows you since it’s not consistent with the dialog he says. Now he flies directly to Rowsdower.

NO RESPITE: -Greatly increased ground visibility by reducing contrast and increasing sun intensity.

RED SEA: -Adjusted overall mood to be closer to a twilight sunset. -Adjusted the speed of the friendly and enemy vessels in the area to emphasize the chaotic and desperate nature of the engagement. -Adjusted player spawn position. -Adjusted lighting. -Fixed an issue where mission would end earlier than intended because airships would not be included in the target pool.

TRACKIR: -Added TrackIR support. (Thank you Nicholas Chalkley!)

CONQUEST: -Reunified Conquest implementation with the main game. Now it’s no longer a separate instance. -Fixed a critical issue where modifiers would not load when continuing a save file. -Fixed a critical issue where airships would occasionally fly outside the map boundaries. -Fixed an issue where player skin doesn’t load upon loading a game. -Fixed an issue where bloom would display incorrect values during Conquest runs.

ADDITIONAL FIXES: -Updated Credits Text. -Fixed a coordinate mismatch for Presidia. -Fixed an issue where not having the window on focus upon startup would crash the game. -Fixed an issue where the intro sequence would not skip properly causing rare cases where the player stays on a black screen. -Fixed a location mismatch for Briggs range in the briefing for mission Clear Skies. -Fixed lava field glow showing through clouds on some levels. -Restored Vibration/Force Feedback on Afterburner input from early demos. -Fixed an issue where colliding with turrets or ground units defies laws of physics and stops the aircraft on the spot. Player aircraft will now correctly destroy itself as nature intended. -Fixed an issue where Ship units do not report their velocity to attached units thus throwing off missile and gun prediction paths. -Adjusted the amount of time airship destruction cracks to appear. -Airships will now crash into the landscape in a more graceful manner. -Fixed an issue where airship smokes do not align with the falling trajectory. -Fixed an issue where cloud shadows on some level do not dissapear. -Reduced the amount of cloud flicker in VR. However the issue is not fully fixed yet. -Increased the brightness and frequency of building signal lights. -Cannon projectile hit radius now compensate to see whether the object is destroyed or not. Doing a strafe run now should no longer result in bullets being “caught” on already destroyed objects due to their hitbox. That being said, it is only a hitbox reduction so it still will hit if the projectile is close enough. -Adjusted Hangar camera field of view. -Adjusted nozzle material in the hangar screen. -Fixed an issue where some landing gear models are still visible despite the gear being extended. -Fixed an issue where a highway element would not have its collision properties applied. -Missiles no longer phase through airships when the airship is destroyed. -Improved NPC Carrier textures. -Various particles and sound effects should now correctly die out when the player dies. -Slightly improved cockpit visibility during rain. -Fixed F/C-15 misaligned flaps. -Telemetry check interface should correctly fade out in the game settings page. -Fixed an issue where hangar models would sometimes use a higher LOD on lower settings. -Disabled Screen Space Reflections due to HUD occasionally being reflected in SSR. -Adjusted “blue” HUD color for better visibility. -Fixed audio concurrency issues where music and UI elements wouldn’t play properly. -Motion blur should no longer activate while changing camera. -Fixed an issue where certain weapons would fly sideways from the hardpoint. -Adjusted Cockpit HUD bloom intensity. -Adjusted Velocity HUD bloom intensity. -Adjusted Horizon HUD bloom intensity. -Adjusted Enemey Indicator HUD bloom intensity. -Increased the volume of Lock on sounds. -Fixed an issue where crawling text would occasionally flash the completed state. -Fixed an issue where crawling text would fall back with the timings of the text fade in and fade outs. -Smoothed out mouse controll rolls. -Smoothed out AI aircraft rolls. Should prevent wobbles while fighting the player. -Dialog sequence should no longer interrupt each other when a new sequence is starting. -Adjusted pitch ladder behavior. -Cockpit HUD altitude and speed notches should now correspond to the correct selected measurement values. -Overhauled weapon selection appearance in cockpit mode. -Removed random “turbulence” in mouse flight and in AI flight. Made it look glitchy rather than aerodynamic. -Fixed an issue where some thunder sounds ignored volume sliders -Fixed several instances where the pilot models were clipping into the instrument panels. -Fixed shadow banding on the player missile lights. -Improved sharpness of cockpit instruments. -Reduced the brightness of MFDs to not take focus away from gameplay UI. -Reduced the brightness of some colored instrument panels to not take focus away from gameplay UI. -Fixed an issue where Airships do not properly loop their waypoints. -Fixed an issue where railgun circular booms do not appear on lower settings. -Generally improved visibility at high altitudes. -Reduced altitude limit to 10000m -Optimized various shaders that had a high cost. -Optimized various particles that had a high transluscency cost. -Optimized various UI elements overdraw. -Removed any unecessary GPU calculations for some particles. -Switched over the overall post processing tonemapper to use a film tonemapper. -Fixed an issue where players can “speedrun” the game by pressing the SKIP button during end of mission sequences. -The player now may only unpause the game using the main pause key in the main pause menu. -Fixed an issue where the Railgun particles would detach itself from it’s parent too quickly causing shifts in its appearance during origin rebasing. -Adjusted button colors in Telemetry Check. -Enabled Temporal Anti Aliasing for higher Anti Aliasing settings. (You can still use FXAA via Anti Aliasing Low) -Improved the appearance of shadows on lower settings. -Significantly improved targeting systems. -Mouse cursor will no longer center itself upon the start of the game. -Fixed strange loading behavior where sometimes audio would play before loading is finished. -Fixed Kings fade screen sometimes not reaching full whiteout stage before fading out. -Improved several water related particle effects. -Fixed an issue where hangar actor would occasionally dissapear when viewed at certain angles. -Flares are now disabled while landing gear is out. -You can now change angle of the VR hangar by pressing the change camera button. -Increased the render resolution of VR cutscenes. -Adjusted camera sway configuration. -Updated english localization to reduce the amount of typos present in the game. -Fixed a few scaling issues with the primary UI in the game. -Fixed an issue where the user can perform actions while the game is paused in VR. -Fixed a green dot appearing in several menus in VR (leftover from Gaze menu controller) -Fixed an issue where Conquest items would appear outside of the map.. -Fixed debriefing UI from crawling over towards the score screen. -Fixed an issue where HUD appears before the completion of a startup sequence. -Fixed mission completion state not turning green once mission is completed at a specific difficulty. -Fixed debriefing text from crawling over to the score card. -Fixed an issue where conquest UI was still ticking even when not focused. -Fixed an issue where interface setting do not reflect the new settings when the default key is pressed. -Fixed an issue where ground and air assets appear outside of map boundaries. -Fixed an issue where conquest modifiers do not appear as a list in Conquest. -Fixed an issue where hangar is still selecting aircraft via an invisible cursor in VR. -Highlighted Decline by default for the Data Processing screen. -Fixed an issue where aircraft pitching at -90 or 90 degrees would completely break the camera and force it onto a gimbal lock. -Brought CQ_Vineyard map to parity with the new ENV_Vineyard material in M04. -Removed all holes in CQ_SteppingStones -Fixed CQ_PGF altitude not adjusting properly to the new origin rebasing system. -Brought CQ_Coul_1 map to parity with the new ENV_Vineyard material in M04. -Potentially fixed an issue where dev mode and shipping dialog would differ in execution by interrupting each other. -Fixed broken subtitles. -Fixed several typos in Mission 21. -Several QA localization corrections. -Fixed an issue where you could override the number of CQ allies. -Fixed an issue where enemy units could spawn outside of the boundaries in Conquest mode.. -Fixed an issue where bomb camera loses tracking completely if it followed a weapon until end of life. -Migrated mission completion flags onto a new system. Should not require any intervention from the user and does not make the player lose progress. -Fixed an issue where chainlink fence does not have collision. -Fixed an issue where the return button on difficulty screen wasn’t selectable on gamepad for PC version. -Fixed several issues where several entities were still moving despite the game being paused in VR. This was due to the limitation of the pause system in VR not being able to do a “real” pause. -Reduced the flash intensity of “nuke” defined explosion to reduce strain on the eyes for VR users. -Fixed an issue where a Conquest area was not accessible from its neighbors. -Fixed several trees appearing inside the highway take off tunnel for the main campaign during the takeoff sequence. -Fixed conquest territory not being accessible from certain neighboring territory. -Fixed an issue HELMET RADAR IN COCKPIT setting does not restore the previous state of radar visibility. It should now refresh itself properly depending on which setting is selected -Fixed the language tab missing in the settings menu -Fixed an issue where hiring den could provide players with more than intended allies. -Fixed an issue where missile cam would completely bug out when following a weapon until its end of life. -Fixed an issue where localization menus did not have gamepad support. -Exit button should no longer be selectable in the main menu of the base game. -Fixed an issue where language apply and back buttons are the wrong way around. -Removed spoken language tab in the language section. -Fixed skip button appearing in Conquest -Fixed a strange mission appearing when skip button is pressed in Conquest. -Fixed Conquest hiring den being able to access a hidden button. -Adjusted default VR interface size values based on playtesting. -Attachment spawning in Airships and Ships are now staggered to reduce stutter. -Fixed UI appearing and dissapearing with an animation on pause. -Reduced instances where the sun is visible through the cloud. -Reduced the amount of contrast on iced water to make it easier on the eyes. -Reduced all performance overhead in the game in general. -Updated some localization files. -Fixed an issue where the enemy spawner keeps spawning.

Source: Steam

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"Black Flag" is the first mission of Project Wingman . The player leads an assault on the island base of the Burlok Privateers .

  • 1.1 Mercenary difficulty
  • 2 Enemy List
  • 4 References
  • 5 Footnotes

Objectives [ ]

The player must engage the island's various defenses including PT boats , AA guns , and floatplanes . At the mission update, enemy fighters appear from the north, and two will also attempt takeoff from the island airfield; these must be shot down as well, preferably when they are grounded. Finally, destroying the cargo crate completes the mission.

Mercenary difficulty [ ]

The island defenses are much denser and include bigger and more numerous units. The L-SAMs in the castle are protected by the walls and must be attacked from above. F/S-15s and Sk.37 Decimator-Bs are added to the reinforcements. In addition, the extra BC-4Ses have CIWS modules in place of their usual AA ones and have better armor, going down in two missile hits.

Enemy List [ ]

  • Strangely, despite Fort Daggerpoint 's decimation by the explosion, the location isn't marked with a new geothermal hotspot on the mission select map in further missions.
  • Relatedly, all of the mercenary planes have the Federation skin.
  • This is also the only mission where the Federation is an ally.
  • There are two sets of "Recon Data" pictures in both the briefing and mission select screens: #15189846 (picture of the Meilynx ) and #81984684 (the Federation flag).
  • There was a cut third section of the "Contract Details" objectives section of the briefing, reading "NOTE: FINAL TASK FOR THE CURRENT CONTRACT".
  • Skaverat is named after the Kickstarter backer of the same name. [1]

References [ ]

  • ↑ Sector D2 Limited . (2020). Project Wingman [Video game]. San Francisco, CA: Humble Games . Credits : Kickstarter Backers - Division 1

Footnotes [ ]

  • ↑ This aircraft will attempt to takeoff from the runway.
  • ↑ Two of these will attempt to takeoff from the runway.
  • ↑ These aircraft cannot be targeted.
  • 1 Crimson 1
  • 2 Robin Kuo

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Federation High Command

Federation High Command (HIGHCOMM) , [1] callsign Crystal Kingdom , is the supreme command outfit of the Federation Military Forces . It issues top-level priority orders that all Federation forces and other command staff obey.

Federation High Command supervised Federation subjugation actions in Oceania during the Oceanian War . For reasons undiscerned and later criticized, they chose not to bring down every mercenary involved in the conflict. [2]

During the Cascadian Conflict 's Operation Guillotine on April 17, AC 432, HIGHCOMM raised threat alertness to DEFCON 2, authorizing the deployment of Federation Peacekeepers from other theaters of war to the Bering Strait in the form of Crimson Team , seeing as the furball was going badly for the Federation Air Force and was threatening Magadan - Federation Core States territory. [1] They proved insufficient, however, and HIGHCOMM ordered a full retreat when excessive losses, including five Crimson members, were sustained. [3]

The hour after the battle, contact with HIGHCOMM was lost for unknown reasons and the Federation's highest echelons became disorganized, [1] which plagued Federation coordination for over a near-month near the day the Cascadian Independence Force launched an amphibious invasion of Magadan. The chaos was enough that PK Steel was deployed late to respond to the rebel landing . [2] HIGHCOMM was successfully restored, and they started diverting Federation military units from Asia [4] to fight the invading rebel forces; however, they estimated that without the reinforcements on the Cascadian mainland, they would lose the country in one month.

After numerous plan drafts considerate of the tides of war, HIGHCOMM decided to send Driver , leader of Air Reserve Division K-9 , into a tunnel flight through Highway 1 to wipe out the CIF Marine command post coordinating the invasion; though they put faith in his abilities, Federation Special Forces noted the "crazy" gamble they were taking and how it was the only way past the fortified rebel frontlines. The mission succeeded, [5] and the Cascadian rebels were pushed all the way back to Point Refuge, where their invasion began. They denied an evacuation plea near the end of the battle and ordered resumption of hostilities until the entire invasion force was annihilated. [6]

As the mainland war situation turned against the Federation, HIGHCOMM concocted a plan to terrify the CIF into surrendering by luring them into Prospero and pulverizing their forces using cordium -tipped cruise missiles . In advance, they ordered all Federation units to shelter in place. Concurrently, with CIF General Faust , supreme commander of the botched invasion, remaining in Magadan to pursue her own genocidal agenda, HIGHCOMM assigned K-9 to launch and terminate her before she destroyed Base Station Zero through her Cascadian White Fleet . It was because of this that the geothermal facility engineers worked to neutralize as much cordium on- location as they could to prevent catastrophe from befalling Magadan or even the Federation; unfortunately, the resultant rise of tectonic pressure in other parts of the Ring of Fire , [7] exacerbated by the missile strike on Prospero, led to the Prospero Disaster and in turn, the Cascadian Calamity Event - in a way accomplishing Faust's objectives anyway but setting her nation aflame as well. [8]

By the closing month of the war, both HIGHCOMM and Independence Force HQ were working on a secret ceasefire , trying to consolidate as much territory as possible before it was signed. HIGHCOMM specifically ordered that at least Presidia part of be held before then, though it was all for nothing , especially as the Presidian Disaster occurred. [9] [10] [11]

  • ↑ 1.0 1.1 1.2 Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Frontline-59 Mission 01: Bottom of the Barrel ( Transcript ).
  • ↑ 2.0 2.1 Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Frontline-59 Mission 02: Home Invasion ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Campaign Mission 11: Cold War ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Frontline-59 Mission 03: Mousetrap ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Frontline-59 Mission 04: Express Lane ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Frontline-59 Mission 05: Magadan Front ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Frontline-59 Mission 06: Faust ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Campaign Mission 15: Consequence of Power ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Campaign Mission 19: Red Sea ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Campaign Mission 20: Presidia ( Transcript ).
  • ↑ Sector D2 . (2020). Project Wingman [Video game]. Humble Games . Files Archive → World Entries : Cascadian Conflict Ceasefire .
  • Constantinople
  • Corporate City
  • Khan's Castle
  • Federation Charter
  • PACFED Defense Agreement Protocol 3-9, Article 1

FAF.png

  • Intercept Specialists (Air Force/Vertical Navy)
  • Reserve Divisions
  • Screening Pattern Alpha
  • Organizations
  • Pacific Federation
  • Federation Military Forces

IMAGES

  1. Project Wingman

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  6. 1 Fact You Won't Know For ALL 206 TF2 Weapons

COMMENTS

  1. Task Force 1

    Task Force 1 (TF-01) was one of the most powerful and renowned airship fleets of the Federation Vertical Navy. As its main airship fleet, it was deployed worldwide to project the highest echelons of Federation military might. The airfleet was annihilated in Wai Mami Port by Cascadian Independence Force-hired mercenaries in a raid in the middle of the Cascadian Conflict. Task Force 1's ...

  2. Task Force 1

    Project Wingman [Video game]. Humble Games. Files Archive → Pilot Entries: Task Force 1 . Task Force 1 (TF-01) was one of the most powerful and renowned airship fleets of the Federation Vertical Navy. As its main airship fleet, it was deployed worldwide to project the highest echelons of Federation military might.

  3. Federation Ground Forces

    Loaded up Task Force 1's airships during Operation Free Agent. Reserve Division E Active E-6 Actual E-1 E-6 E-9 Led the land defense of Magadan during its invasion prior to and during regular reinforcement. ... Pages that were created prior to April 2023 are from the Fandom Project Wingman wiki.

  4. Valkyrie's Call

    "Valkyrie's Call" is the thirteenth mission of Project Wingman. The player joins a long-range raid to sink the the Pacific Federation Task Force 1 in port. It is notably the mission with the highest amount of points in the game. The player is presented with a massive number of surface targets, primarily landed airships and docked naval ships. Two of the airships will takeoff at the start and ...

  5. Zetec

    The Zetec was a Federation Vertical Navy 205-class air battleship and the flagship of Task Force 1. It was captained by Admiral Mathieu "Bones" Bonin, TF-01's fleet commander, and famous as one of the handful of 205-class airships to engage in airship-to-airship combat. The Zetec had a long service record in the Federation, including participation in the Oceanian War's final battles. The air ...

  6. Task Force 1 is down + did Cold War with the Spear : r/Project_Wingman

    Done some of my best kills in Cold War with the Spear, gonna post it soon. But that's the chimera? 17K subscribers in the Project_Wingman community. A community for appreciating Sector D2's Flight Action Game Project Wingman Available on PS5 (PSVR2)….

  7. Project Wingman Playthrough

    The spiritual embodiment of Ace Combat is here: PROJECT WINGMAN! The game is available on Steam on December 1, 2020, make sure to check it out. Project Wingm...

  8. Owl

    Project Wingman [Video game]. Humble Games. Campaign Mission 13: Valkyrie's Call ( Transcript ). * indicates refit from other classification. The Owl was a Federation Vertical Navy airship part of Task Force 1. It was captained by Captain Teodoro Temez.[1]

  9. Operation Free Agent

    Operation Free Agent was a long-range strike operation carried out entirely by Cascadian Independence Force -backed mercenaries at the Pacific Federation vassal state of Sawaiiki. Their goal was to destroy the Federation's main airfleet Task Force 1, which was on its last stopover before heading to Cascadia to turn the tide of the Cascadian ...

  10. Crimson 1's writing I feel is kinda under appreciated

    A community for appreciating Sector D2's Flight Action Game Project Wingman Available on PS5(PSVR2) ,PC and Xbox https://projectwingman.wiki.gg/ ... Task Force 1 etc.) or that they were commissioning Icarus Armory for utterly ridiculous projects like the land battleships. They clearly aren't the type to do things by halves, and even the ...

  11. PACIFIC FEDERATION PEACEKEEPING MOBILE TASK FORCE Ω-1 Consept ...

    136 votes, 18 comments. 16K subscribers in the Project_Wingman community. A community for appreciating Sector D2's Flight Action Game Project Wingman…

  12. Driver

    Driver doing his road speeding in a different, more legal way. Driver has an 11-character username and a 15-character password on his reservist computer network. He is also a speed demon on the road and was assigned the A position of K-9 for being very adaptable to air combat; these, combined with his one late speeding ticket, indicate the ...

  13. Project Wingman

    About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new features NFL Sunday Ticket Press Copyright ...

  14. Project Wingman / Awesome

    A page for describing Awesome: Project Wingman. Unmarked spoilers ahead. ... Cascadia has Sicario and a large battalion of mercenaries launch an assault into the Kingdom of Sawaiiki, to destroy Task Force 1, said to be the most elite of the Federation's airship fleets, moored there. The attack is so sudden that the Federation isn't able to ...

  15. Project Wingman

    The final mission and final boss in Project Wingman's conquest mode.Skip to 10:15 for the boss fight.Difficulty: HardAlert Modifier: 1x

  16. Missions

    This page is a list of campaign missions in Project Wingman. Frontline 51: - Home Invasion - Mousetrap - Express Lane - Magadan Front - Faust Missions 12-15 were originally designated "Mission 13-16" with Mission 16 originally being "M16B." Furthermore, the original Mission 21 was titled "Pride of a Nation," presumably set immediately after the Presidian Disaster but featuring a fight against ...

  17. Project Wingman Update 1.001 Flies Out This November 20

    Project Wingman Update 1.001 Patch Notes for November 20: Sector D2 hasn't acknowledged the patch notes just yet, but we're (partly) assuming that this is for Update 2.0 which was in the beta branch version of the game since last month. PROJECT WINGMAN 1.0.4D -> 2.0.11 CHANGELOG. WEAPONS: -UGB-L blast radius doubled from 90m -> 180m. -UGB-L ...

  18. Salvation

    Project Wingman [Video game]. Humble Games. Campaign Mission 13: Valkyrie's Call ( Transcript ). * indicates refit from other classification. The Salvation was a Federation Vertical Navy Littoria I-class air battlecruiser part of Task Force 1. It was captained by Captain Lane Horras.[1]

  19. FC-16 Nagase / 19th Task Force addon

    Nagase / 19th Task Force pack for the FC-16. Features Edge & Monarch variants with Sciario markings, and a variant based on Nagase Pinup skin from Ace Combat Assault Horizon. ... Project Wingman is a 3D Arcade Flight Sim Action Game set in a fictional universe. Add addon FC-16 Nagase / 19th Task Force. Location Games: Project Wingman: Addons ...

  20. Project Wingman Wiki

    About. Project Wingman is a combat flight action game with an emphasis on polished and refined gameplay, true-to-its-roots inspirations, and an engaging single player experience. Perfect for those who aren't looking for a simulator experience, with the ease of pick up and play, all the way to those who want a fast-paced challenging flight ...

  21. PDF Capital Projects Advisory Review Board WSDOT Project Delivery Method

    Joe Kline: Reach out to a contact at the U.S. Army Corps of Engineers to determine whether anyone is interested in joining the Task Force. Robynne Thaxton: Reach out to Kyle Twohig with Spokane County to determine whether he is interested in joining the Task Force. All: Review notes from March 27, 2024, meeting.

  22. Reserve Divisions

    The Reserve Division. The Reserve Divisions in the Pacific Federation is a per-state-based reserve component of each state's respective military apparatus. They are predominantly comprised of members who both hold civilian and military occupations and are not generally kept under arms unless in times of military or natural crisis.

  23. PDF WSDOT Project Delivery Method Review Task Force

    Task Force. 4. Robynne Thaxton: Reach out to Kyle Twohig with Spokane County to determine whether he is interested in joining the Task Force. 5. All: Review notes from March 27, 2024, meeting. 6. All: Become familiar with RCWs 47.20 and 39.10, WSDOT's project delivery selection guidance document, and the PDMSG checklist before the next meeting.

  24. Black Flag

    "Black Flag" is the first mission of Project Wingman. The player leads an assault on the island base of the Burlok Privateers. The player must engage the island's various defenses including PT boats, AA guns, and floatplanes. At the mission update, enemy fighters appear from the north, and two will also attempt takeoff from the island airfield; these must be shot down as well, preferably when ...

  25. Federation High Command

    Project Wingman [Video game]. Humble Games. Files Archive → World Entries: Cascadian Conflict Ceasefire . Italics denote former member states. Federation High Command (HIGHCOMM),[1] callsign Crystal Kingdom, is the supreme command outfit of the Federation Military Forces. It issues top-level priority orders that all Federation forces and ...