Laggy, there was one more thing I forgot to mention:
The compass was out of synch when I played the mission. When, according to the map (north being at twelve o-clock) I was looking, say, due east, back in the HUD I'd bring up the compass ("K") and it would indicate a different facing direction entirely. It's no big deal, as I could rely on my player direction vector (the red line in my character map icon) to orientate myself, but strange. If you can't replicate this, don't worry, maybe it's a local anomaly.
Let me state again that I wish I had your mission editing skills. From an SP gameplay point-of-view, however:
- Personally, I do not believe that randomizing the target locations is the best idea, but that's just my opinion. I think, realistically, especially as you provide intel-style photos in the briefing, that aerial or human intel would have provided confirmation of these (large, easily photographed) targets in situ before a SpecOps team would be sent in.
- I think the player's team needs greater lethality or it feels too David vs. Goliath. More men (I'm going to call in the second team next time and see how that plays) and/or better weapon optics.
-Because it is so difficult to accomplish true stealth with the game's over-aggressive AI, the presence of enemy APCs which spot the player requires him to destroy them with AT weapons. This decreases immersion for me, as Red could see/hear those explosions from miles away, at which point the operation is not stealthy at all. If this were my mission, I'd substitute heavily armored UAZs for the APCs because they can be taken down stealthily with small-arms. Some of them have nasty rocket launchers and .50-cals and can make the Blue team's life very difficult if spotted but because they can be eliminated without lighting up the whole battlefield, the notion of stealth would be much more effectively served. Just a suggestion.
As you can tell, both of these comments go to gameplay balance. Right now, the mission is tilted too far in favor of an alert, well-equipped and numerically overwhelming Red force against a tiny, under-equipped, unsupported Blue SpecOps team. For the sake of tactical authenticity as well as gameplay balance, I'd prefer to play it, as Blue, knowing that, unless I screw up, I can retain the initiative. This is difficult to code with the limitations of the AI -- i.e. their tendency to pick fights when they should be bypassing targets stealthily -- but because there is nothing you can do about that, I think you need a "force multiplier" for Blue.