Going to the CAMPAIGN menu, it is worth mentioning that there are now many more available campaigns. Each of the two theatres has three different campaigns to fly as well as three different time periods (standard, 2005, and 2010). So some simple math tells us that there are 18 possible campaign scenarios to fly. Campaigns vary in difficulty based on the starting disposition of the situation, and the order of battle varies according to the year you select. We all know that the dynamic F4 campaigns are why we are here and why F4 has such a legacy.
The TACTICAL ENGAGEMENT (TE) features will no doubt be a lot of fun for multiplayer operations. F4:AF has pre-built examples of what one could expect from the MP TEs including sweeps, air base strikes and other scenarios with variable numbers of participants. A points based system coupled with designer based time-limits promise to keep the action fast and furious. I envision many F4:AF Death Matches on the horizon!
The Mission Builder promises that community members will build their own custom single missions that will allow for specialized engagement opportunities. When first learning F4, Beach spent a good amount of time in the mission builder setting up different scenarios for training benefits. These are reflected in the missions of his well known and respected Falcon After Action Reports. They’re highly recommended for newcomers.