12-31-2009, 10:55 AM
(12-31-2009, 12:40 AM)Pulverizer link Wrote: Way too many coop missions reward slow play IMO. Linoleum is a fine example of this. The AI just can't do effective counter-attacks, plan ambushes, do a proper static defense etc so it pays off to advance unrealistically carefully.
There's some things you can do in the mission to encourage or force faster action however, such as...
-have a hard time limit (mission ends), or soft (enemy gets crazy reinforcements after some time)
-reinforce the enemy constantly, little by little
-have a moving objective to protect
-have some friendly AI forces around that will help with the fight, but will fall quickly without the players' support (don't give them any AT for example)
-give the enemy some arty they will call on your position (see op melon on occasus for a simple trigger based example using CoC arty)
-have one player as the enemy general, coordinating AI groups on the map
-place dozens of AI groups on guard WPs
Spot on Pulv.
Though I didn't play WGL much I have yet to play any WGL mission that gave any sense of urgency. But I bet we have such WGL missions that use these features on the server?
The fewer men, the greater share of honor