The first day (Co23+8)
- The super-tough Non-revive Version v1.5
- The silly Version using Norrin's Revive Respawn v1.5
BEHOLD! BULLETPOINTS!
- Assault Garmsar at pitch black night.
- Only command get's NVG and is inserted at a distant OP. Every FTL (including DC) is granted 2 Flares. Maybe 3 if I feel like it.
- Finally you can commandeer a tank! A tini-tiny T-34, but yet a tank. No head lights though.
- Ever wondered what it's like to ride inside of a M113 through a dark, cold night? Now you'll know! It has head lights!
- Did i mention there's an unarmed truck and a UAZ, too? Madness!
- You feared bullets, you feared RPGs but have you ever feared mines?
- What to do when the flares have ran out, all the your squishy vehicles are gone and command has to go to the toilet? Blow up civilian cars, that's what! Create your own sources of illumination in best UDSSR-DIY-Fashion!
- No pesky target triggers, do whatever you want! Say "screw that" and take your loved one and the squad mates for a trip through all of Takistan.
So i've been dabbling with Fer's stub and have finally decided to start working on a real mission to proof a) there's always a way for me to procrastinate and b) other people can hate players at least as much as Fer does.
The Idea
- Night assault on a hill-side town in Takistan (Garma-something, I forgot), occupied by Independent, Infantry only, maybe a few static weapons.
- All Squads start in vehicles to the west, while Command gets inserted on an northern OP; Squads are supported by a "glass sword" armored vehicle (Shilka, BTR-60, Tunguska...)
- Only command gets NVGs; there will be designated Flare grunts, carrying a number of white flares.
- Ideal Scenario: Command watches the ant-like spectactle through his NVGs and warns of threats, while inter-squad comms ensure an effective deployment of flares. The Vehicle support is used to deny areas and in coordinated heavy barrages.
To Consider
- Opfor vehicles; I'd prefer a front vehicle that has a powerful gun but no front lights. Squads could spawn in locked, AI-controlled trucks that dump them on a specified location or in 2 player-controlled M113s (as they don't have front lights)
- Illumination grunts for Opfor; two possibilities: replace CO medic with a Flare grunt, packing 8 flares or giving each squad a specialist with 2-3 flares.
- Adding an extra source of illumination like a burning chopper wreck at the back of the village; could double as a target for OPFOR.
- AT capabilities for independent; Ideally, instead of RPG-grunts i'd prefer placing static SPGs and (if possible) mines to enforce careful illumination and scouting.
- Giving Independent vehicles; though adding to the challenge i'd be against it as it would add further sources of illumination when they are destroyed.
Editing questions as they come
- is it possible to make nights even darker? i disabled the streetlights via a game logic object but it's still fairly bright.
- is it possible to pre-place mines in the editor? via a trigger maybe? google only spits out an external addon but i remember the campaign of BAF featuring pre-placed mines in one mission, too.