Working name: Kwoal Genocide
Briefing (under construction):
Notes (under construction):
Objectives:
Main Features (scripts ready):
- Randomness, in time delays between attacks and target area's (which towns are attacked primarily). Once the civilian population of a particular town has been eliminated the deathsquad moves to the next town.
- Radio (Papa Bear) informing when a deathsquad is detected near a town
- Radio (Papa Bear) informing when all villagers of a certain town are killed
- Markers, changing color (red when enemy present, black when not) and type (exclamation mark when civilians still present, X (MarkerType = "marker") when not)
- Hints when certain percentage of civilians still alive is reached (currently 80% ,60% ,50%, 25%, 0%)
- Repair action to repair small damages to the littlebirds (up to damage 0.5)
What I need is:
Balance: There are quite some variables which can easily be changed in order to achieve the right balance, such as:
- Amount of players (currently 12)
- Amount of player teams (currently 2)
- Transportation (currently 2 armed Littlebirds)
- Amount of possible targets (currently 10)
- Amount of civilians per target (currently 6)
- Amount of deathsquads, primarily attacking an equal number of towns (currently 6)
- Amount of units per deathsquad (currently 9)
- Composition of the deathsquad (currently only infantry, no AT/AA). I'm thinking about adding jeeps, still in doubt about AT/AA
- Base delay: time untill the first action starts (I was thinking on 5 minutes orso)
- Fixed delay: static delay between attacks (I was thinking on 3 minutes orso)
- Variable delay: additional delay, random number between 0 an x (I was thinking on 1 minute orso)
(this would mean the first strike is after 5-6 minutes, and the next 3-4 minutes later and so on)
Mission definitions:
- When mission ends in succes. Still no clue, maybe a percentage of enemies killed, but this is tricky as they are constantly on the move and can be between towns for quite some time
- When mission ends in failure (besides all players getting killed), a percentage of civilians killed (currently 50%)
Target naming: Easy way for players to find out exactly which town is under attack (currently 'town1' till 'town10'). I've been thinking about adding geographical directions to it such as 'town 5 (SW)'.
Intro: nice little intro with some classy music
Testing: A lot depends on the infinite stupidity of the AI, both enemies and civilian. AI has dificulties in the mangroves and swamps and on bridges. They often drown themselves, fall to death of a bridge or are unable to enter camps and villages. Some area's are avoided because of this.
Probably some more things I haven't thought of
Briefing (under construction):
Quote:The minority Guwalt tribe populating the urban areas on Tonal has started rebelling against the dominant Kwoal tribe, consisting of subsistance farmers. Government backed Guwalt deathsquads have started murdering, raping and plundering against the Kwoal villagers on the West part of Tonal. Stop them from commiting genocide against the innocent Kwoal villagers at any cost.
This mission is a race against the clock. You're located on a military base near the Kwoal dominated West part of the island. We have assigned ten possible target areas where the Guwalt deathsquads are likely to strike. Radio command will inform you of enemy movements, but this will be a last minute warning so acting fast is required in order to save innocent lives.
Notes (under construction):
Quote:Mission by [CiA]Postduifje
Praise, comments, constructive criticism or cussing to: post@ciahome.net
Music by ...
It is possible to repair small damages to your choppers with the 'Repair chopper' action.
Mission ends in failure when over [#]% of civilian population in the region has been killed
Mission ends in succes when ...
Objectives:
Quote:Protect the villages from the deathsquads
Main Features (scripts ready):
- Randomness, in time delays between attacks and target area's (which towns are attacked primarily). Once the civilian population of a particular town has been eliminated the deathsquad moves to the next town.
- Radio (Papa Bear) informing when a deathsquad is detected near a town
- Radio (Papa Bear) informing when all villagers of a certain town are killed
- Markers, changing color (red when enemy present, black when not) and type (exclamation mark when civilians still present, X (MarkerType = "marker") when not)
- Hints when certain percentage of civilians still alive is reached (currently 80% ,60% ,50%, 25%, 0%)
- Repair action to repair small damages to the littlebirds (up to damage 0.5)
What I need is:
Balance: There are quite some variables which can easily be changed in order to achieve the right balance, such as:
- Amount of players (currently 12)
- Amount of player teams (currently 2)
- Transportation (currently 2 armed Littlebirds)
- Amount of possible targets (currently 10)
- Amount of civilians per target (currently 6)
- Amount of deathsquads, primarily attacking an equal number of towns (currently 6)
- Amount of units per deathsquad (currently 9)
- Composition of the deathsquad (currently only infantry, no AT/AA). I'm thinking about adding jeeps, still in doubt about AT/AA
- Base delay: time untill the first action starts (I was thinking on 5 minutes orso)
- Fixed delay: static delay between attacks (I was thinking on 3 minutes orso)
- Variable delay: additional delay, random number between 0 an x (I was thinking on 1 minute orso)
(this would mean the first strike is after 5-6 minutes, and the next 3-4 minutes later and so on)
Mission definitions:
- When mission ends in succes. Still no clue, maybe a percentage of enemies killed, but this is tricky as they are constantly on the move and can be between towns for quite some time
- When mission ends in failure (besides all players getting killed), a percentage of civilians killed (currently 50%)
Target naming: Easy way for players to find out exactly which town is under attack (currently 'town1' till 'town10'). I've been thinking about adding geographical directions to it such as 'town 5 (SW)'.
Intro: nice little intro with some classy music
Testing: A lot depends on the infinite stupidity of the AI, both enemies and civilian. AI has dificulties in the mangroves and swamps and on bridges. They often drown themselves, fall to death of a bridge or are unable to enter camps and villages. Some area's are avoided because of this.
Probably some more things I haven't thought of