Tested V0.93, in ArmA 1.15 (will run it in 1.18 when it is officially 'final')Intro
: that opening shot... the starry sky, coupled with the violin... it reminds me really strongly of a show called "Firefly" which IMO is one of the best cancelled shows ever...
Ahem. Anyway, back to the intro. I like your use of animations, - it really keeps it believable by ensuring the AI soldiers don't start sprinting/walking/sprinting everywhere. I did notice a spelling error though:
"pockets of resistance still exists..." -> "exist..."Briefing
: more spelling errors:
"your: Titan One" - > "yours: Titan One"
"convoy of MP" -> Convoy of MP's
"ahead of the convoy at an altitude of 30-40m above ground level" ->
"ahead of the convoy, at an altitude of 30-40m above ground level," (commas)Notes
"Some people have began to celebrate" - > begun
"dare to go out since" - > go out, since
"Gunfire can still be herd" -> heardMission:
Once again, I love how extensively you've used animations in this mission, from the RACS officer talking to the player, to the dancing civilians in the towns, every time I see something like this it sucks me into the immersion of what I'm doing, and the world of ArmA seems like a less clinical place, it's brilliant.
There is one thing I can say I enjoy as much as flying single-crew jets over the battlefield, and that's being the command pilot of a multi-crew vehicle that relies on others to shoot - having to position myself in the optimal position for the gunners to lay waste to everything in a wide arc is definitely my kind of fun. Flying low down the road with the gunners firing hot lead on different targets on either side is an awesome display of firepower.
Keeping this in mind, I take off, set my gunners to 3,5, (engage at will) and start to fly slowly down the convoy's route. I commend you adding a co-pilot to the blackhawk - not only is it aesthetically better, but he makes a really good forward-looking spotter to assist the gunners.
While it's not the most stealthy thing, the resistance fighters have no problem walking out of cover into the waiting sights of the miniguns! while sometimes the AI crew make a hash of it and fail to sight a fighter in time, it's good to ensure me as the pilot didn't get too complacent, and kept me on the lookout as well (command view is great for this!)
First time I got engaged by Strelas, I was being way to cautious at the time, and was almost in a hover. Copped a direct hit to the engines, and was forced to auto-rotate.
Second time round, got shot at again, this time was ready, but I wasn't following your advice for missile evasion - charged headlong into battle but copped a round close enough to take out the tail rotor.
Third time, really played it safe - made wide orbits of the target area, letting my port gunner open up from afar - AC-130 style. Once the missiles stopped flying I finally realized that there was limited ammo (been playing too much MW2 for my own good lately) so now entered close proximity to finish them off.
Once this was done, made it to Bagango safely, though multiple play tests i managed to at least two of the three trucks through.
(in real life I'll never get within 5000 ft of active fireworks, but here, I loved it so much I'll let it slide
Something about that body lying in the grass to the right is a little... unsettling. while it's implied that the American troops shot him, which is by itself reasonable to a certain extent, why did they shoot him IN THE BACK? maybe rotating the body 180 degrees to imply he was charging at the soldiers, or substituting something else there like a burning car might be a different option. Or instead, maybe that's the kind of reaction you're trying achieve - I don't know. Got me thinking, that's for sure.
All in all, a really well-done mission, and something new and out-of-the-box. To say this is great is an understatement. Let me put it this way; at one stage I planned to make a convoy-protect mission of my own, using an AH-1. That mission is now officially scrubbed, you've used a better vehicle, and done it so much better than I ever could! Well done.
I might have one suggestion, though - how would you feel about adding the ability to tell the convoy to stop, and go? OFP did something similar in a campaign mission called convoy - you had the ability to order the convoy to stop (0-0-1) if you felt it was heading into danger and you couldn't clear it out in time, then tell it to go (0-0-2) once you felt it safe enough. adding this might, however, break the flow of this mission, which is quite good as it stands.