Heavily inspired by Mike's ArmA 2 classic "Foxhound".
Current Version: V2
V1: playthrough yielded following critique:
- Slightly darker than ideal for AAF
- CTRG Marksman (EBR w/ Hamr sight) potentially OP
- AAF had access to NV through gamey techniques (e.g. using NV on RPG-32s)
- AAF casualty threshold potentially too low - seems too easy for FIA to get 1:1 kills, netting them the win.
- Mission time moved 15 minutes earlier: AAF has advantage early, FIA gains more advantage as mission progresses and daylight fades
- CTRG Marksman ammo reduced from 8 to 3 magazines: Pistol ammo increased to compensate for loss in CQC ability
- All equipment with NV removed from AAF: Rangefinders replaced with Binoculars / RPG-32s removed
- AAF Riflemen (AT) replaced with Explosive Specialists (Mines): FIA explosive specialists equipped with mine detectors to compensate
- AAF casualty threshold adjusted to 33% default: 20% and 40% thresholds available through parameters per Wolfenswan's suggestion
~ Ferrard