to OFPEC Schaefsky, A new guy with a mission is always a welcome sight
I read your post over on the official forums so if you have any other missions then just post them too and we'll get round to them.
Anyway on with the report...
v1.15b; Veteran Difficulty with Durg's Vegetation Fix and ArmA Effects
OverviewTo be honest I don't think much of the picture. I know it's a night mission and as such it's hard to get a decent shot but something a little more dynamic would look better.
Typo:
"nightly mission" > night mission
BriefingNow this is how I like a briefing to look, well laid out with individual sections and with the objectives on the first page
You might want to expand on the radio commands though, at first I wasn't sure if by "signalling" the rest of the troops a flare was gonna shoot up in the air and blow the mission. Maybe use
contact or
radio to avoid any confusion. Also a map marker would be a good idea to mark Bravo and Charlie's position as I was at a loss as to where they were after radioing them (to be fair I was making toast and coffee at the time but the point is still valid) so I could time the explosion just before the assault.
A couple of typos to correct;
SITREP section
"nightly assault" > night
"main land" > mainland -- and in the Target section
Insertion
"insterted", "vincinity" > vicinity
Target section
"oncomming" > oncoming
"implicates" > implies
Friendly Forces
"4 men Infantry squad" - a little picky of me but it should be
4 man Infantry squadMissionOh that cutscene with the boat in the moonlight looks fantastic.
Good job on getting the boat to come right into shore.
It took me three attempts to get this first part right. First of all I set the charges around the comms tower and after my first try where I just got slaughtered in about 30 seconds afterwards I tried the same thing but with slightly different fire arcs for my squad members.
I placed my men along the Northern edge of the highground just to the North of the Comms tower but with my no. 2 and 4 positioned so they could cover the base at a 60(ish) degree angle.
As I was positioning my squad a couple of enemy soldiers came through my backyard after dealing with them with the silenced M9 there followed one of those
gritted teeth moments as I waited to see if the alarm would sound.
As the patrolling UAZ approached the far end of its circuit I radioed the follow on troops to begin their assault, then when the UAZ passed the comms tower I blew the charges trying to take out the vehicle at the same time but it never worked.
After ordering my squad to open fire and lobbing a few M203 grenades into the base the following friendly troops were passing through my position and sweeping all opposition aside. I still had a real hectic minute though before they arrived which accounted for me needing several goes at getting it right. Would you believe it, it had to be one of the last shots fired and it kills my number two - my only casualty throughout the whole mission.
I took the time to grab some hand grenades from a dead SLA and ordered my two guys into a compact column and to hold fire before heading around Rahmaid to the South East. I encountered one lone enemy rifleman on the road - another M9 victim for about half a clip of pistol ammo
The town looked dead so I radioed Bravo and Charlie to begin their attack while I circled around to the coast.
I then made my move toward the town and engaged the handful of enemy soldiers there. Only the one with NVGs made a fight out of it though and before long I could see the advancing friendlies accompanied by a couple of gunshots.
Then ordered back to the airfield - I got a couple of hints at this point "en2" and "arrival" which I take it are checks while creating the mission.
Job Done!
Suggestions:
It would be a good idea to add a couple of savegames - one after the initial landing and another after clearing the airfield objective.
The patrols around the airbase were good and the ones that came along behind me were a welcome surprise that got my heart racing for a bit. I'd expand that a little to make the airbase feel more alive instead of having a bunch of guys stood around. A good trick is to teleport some guys into the entrance of a tent or building.
While I like the fact that the enemy were able to fire and manoeuvre (to the usual AI degree). An airbase should have some prepared positions and spread them out over the airbase so all the action isn't concentrated at the one end.
I think adding a light source in the centre of Rahmadi would not only look better but give the defenders some chance. Use the
lightAttachObject command. Here's an example for you to play around with the settings
light = "#lightpoint" createVehicleLocal position this; light setLightBrightness 0.1; light setLightAmbient[0.0, 0.0, 0.0]; light setLightColor[1.0, 1.0, 1.0]; light lightAttachObject [this, [0,0,3]]
The town of Rahmadi needs something more. There would certainly be guards down by the jetty and they would be on the alert after hearing a firefight a few hundred metres away. Some of the airbase soldiers seemed
to have quite a high skill setting whereas the ones in Rahmadi were pretty dumb - might just be because they couldn't see.
The town of Rahmadi needs a surprise of some kind to really test the player and round the mission off with a bang.
Maybe use an addaction and have a tent/shed that you need to grab some intelligence from just to stop it being a
kill everything type of mission.
Looking forward to the next version
Mission making is like that, a never ending process
Also, add a screenshot or two to the zip folder.