Always nice with another OFP remake.
This particular one played out quite differently from what I remember though. As I recall, HQ picked up movement around the guard post, and sent in a chopper (with daytime specops! totally awesome). You were supposed to hold tight until they arrived - although this in practice meant you killed the two or so Spetznats that were coming in to blow up the tower, and then the mission ended. I -think- there might have been a BMP or two out to sea as well coming in, but I'm not sure.
Anyway, the way it worked in this version was was: LT came in to see me, had the funny little convo (aw man, I miss Armstrong!) and then drove off. A few moments later, I was shot from nowhere by an unsilenced Bizon (why unsilenced? might want to change that). Restart, and this time I killed the Spetznats. Got the radio message about the choppers, and saw the APC off in the distance. It unloaded a squad and proceeded to bear down on me. Despite my valiant efforts from the Hummer-mounted M2, I was soon killed. Darn. Third try (or thereabouts): I move the hummer to a better position behind the logs, kill the first Spetznats, and wait for the BRDM. Once it arrives, I open up: 100 bullets later, it's a flaming wreck, no sign of its occupants. Victory! ...and then I was shot in the back by another Spetznats. Goddammit!
Third try I wasn't really sure how to do this any longer, but I knew I had to kill the specops. So I did that, ambushing them both, and then I kind of hid behind the shed hoping reinforcements or something would arrive (I think the BRDM drove on a mine, since its crew jumped out just beyond the fenced area). For some reason, the Russians wouldn't charge into the compound, they all stopped just outside. But then, the mission ended, score 1400 with two red X's, x2 spetznats killed. No reinforcements having arrived or any new radio messages or anything. Oh, and with a full squad of enemies right outside the gates
It's a short and fairly fun mission, but I think the victory conditions are a bit skewed, as is the level of challenge. Just killing two Spetznats like in the original mission would maybe have been a bit boring, especially as they didn't come from random directions but always the same. But the BRDM and the squad were a bit too much (although I had some fun/scary moments while they shot up the hummer I had until recently occupied!), especially as there was apparently no sign of any reinforcements. When it ended for me, in fact, the enemy could've just aimed their big-assed gun on the radar I was meant to protect and blow it to pieces, so it didn't really feel like much of a victory
Suggestions, before reviewing:
- Add back the old radio messages about reinforcements etc, and also send them in.
- Make it so that the end condition is dependent on not just the death of the two spetznats, but either the arrival of the reinforcements or the death of all enemy forces.
- Although I didn't check it; will the Spetznats actually attempt to blow up the radar, or will they not? If not, consider implementing
If this is too much, I guess something like, say...giving one of the Spetznats a Metis launcher and making the end condition "everyone is dead" should be plenty. Not quite fair to have a single guy with no AT capabilities take out an armored vehicle all by himself
(or alternatively add some other AT to the outpost - say inside the tent?).