Outlawz we played Shipment Delay on Thursday. It was a good experience but I think you can turn this mission from good to great if you'd just make it more challenging. Right now the ambush part is dead-easy since the team has access to so many explosives so the convoy has no chance. Valhalian suggested to have in the box only a few Claymores. These will knock out the vehicles' tires and make the crews disembark. That will surely make the ambush more interesting.
Other than that - I don't know if we were lucky, but we didn't encounter a single enemy on our way to the extraction point.
(05-16-2015, 08:39 PM)Variable link Wrote:Other than that - I don't know if we were lucky, but we didn't encounter a single enemy on our way to the extraction point.
We were lucky. When we were waiting for extraction I checked and we had evaded every patrol there was
Updated co@16_otl7_rhs_revolution_ridge.sara, fixed side relations
Updated co@09_otl7_acr_eagle_down.woodland_acr, using alwarren's Psycho revive, pilot starts further north, some more enemies to hopefully stumble into
Updated co@06_otl7_acr_shipment_delay.woodland_acr, only Claymores and Slam mines available to ambush with, some more enemies to stumble into
(05-17-2015, 09:00 AM)Outlawz7 link Wrote:Updated co@06_otl7_acr_shipment_delay.woodland_acr, only Claymores and Slam mines available to ambush with, some more enemies to stumble into
Great. Un-checked the mission list entry, we should try this again.
Added co18_otl7_quick_response.altis
NATO forces conduct a hit an run raid on an AAF installation
http://steamcommunity.com/sharedfiles/fi...=444421474
Might be too hard or too laggy, I tried giving 18 people enough to shoot at.
edit: updated, enemy heli shouldn't land at the pier now
Updated co16_otl7_csi_opfor.altis with a retreat script to flush out the last few enemies, please try it and keep an eye out with debug console.
I have a suggestion for the CSI mission series. Three vehicles in the town with low probability of presence, so that most of the time you'll get one vehicle, sometimes you'll get two, and rarely three or none. We have the AT guys in the teams already, right?
There's no AT guys in the teams. I thought adding vehicles would be too much but I can put them in and make them optional I guess.
A parameter to enable/disable possible vehicle enemies would be nice
Updated co18_otl7_quick_response.altis
Enemy reinforcement helicopter removed, enemies at the pier removed, removed NVGs on the enemies at the objective, mission starts 15 mins earlier, should be able to sneak off the pier now before getting into contact
(05-21-2015, 10:42 PM)Outlawz7 link Wrote:There's no AT guys in the teams. I thought adding vehicles would be too much but I can put them in and make them optional I guess.
An option would be great. I think that it should be on by default.
(05-22-2015, 11:06 AM)Outlawz7 link Wrote:Updated co18_otl7_quick_response.altis
Enemy reinforcement helicopter removed, enemies at the pier removed, removed NVGs on the enemies at the objective, mission starts 15 mins earlier, should be able to sneak off the pier now before getting into contact
Sounds good!
Updated co@19_otl7_rhs_eponi_express.sara
Added support vehicles at base (fuel, repair, ammo), addActions to stranded soldiers to join them to Anna (in case they're AI or you just want them in one group)