Hey everyone,
So the mission has had a few changes made to it to get it ready for reviewing. I hope that in making said changes I haven't broken anything
. I've given the mission a few tests and checked a few new features and they seem to be working properly. The changes are outlined below and in the changelog:
- Generator shutoff mechanic simplified and fixed...shouldn't trigger the alarm when used. I never found out why the alarm was triggering and likely will never know. This change to the mechanic has not resulted in any alarm being triggered as a result, so it should be fine. If not........well, we'll cross that bridge if we come to it
- There are now consequences for shooting out lights in the base. If enemies are close to any lamps being shot at, they will respond and the alarm be raised. This was a better alternative than simply making lights indestructible.
-The briefing detail concerning enemy night vision equipment has been clarified
-Detonation range corrected from 600m to 300m
- Claymore, AT Mines, APERS Mines, APERS Bounding Mines, Tripwire Mines and SLAM Mines added to 'FIRED' exception
list; allowing the player to place these without the alarm being triggered upon placement. Should make for some
interesting gameplay choices.
- Nearly all empty vehicles have been locked for player use
- Enemy MARID waypoints synced to prevent queuing
- Minor adjustments made to briefing concerning friendly attacks on the airfield
- Updates to BETA testers
-Minor adjustments to intro cinematic for better timings and fadeouts
- Task location for the 'Destroy AA' task has been fixed (by using modules rather than scripting commands)
- Adjustment to one enemy patrol group location. The group was previously patrolling along a dirt path and
occcasionally would get run over by an APC; triggering the body detection and subsequently the alarm. The group has
been moved away from the road to prevent this from happening.
- Slight increase to patrol count outside the airfield
- Leaders of enemy patrol groups outside the airfield have been given night vision goggles to increase threat and
difficulty. Testing by myself has not resulted in a huge surge in difficulty, but this can be amended if others find it too
punishing
- Addition of tower sentry in Al Mahbes village
- Addition of additional patrol group between Al Mahbes village and airfield.
Those last two changes have increased the difficulty of the civilian insertion quite considerably; the player now has to think about their movement and position more than before. This change wasn't arbitrary though; it would make sense for there to be an enemy presence in the village and the tower to be utilised as a vantage point. I am willing to revert those last two changes though if people think the result is too punishing.
So that should be it; ready for review. That is, of course, unless something comes up. I don't want to release an unfinished product so if anything breaks or doesn't work as it should, then please let me know so I can attempt a fix. SBG you may now proceed
This hasn't been an easy mission to make despite it being a relatively simple mission in structure. I'm glad that I've managed to get it into a state that I'm happy with. When making missions I always want to create something for others to enjoy, and from what I've seen already, people do seem to like this one. That means I've achieved what I wanted to achieve.
Hopefully now I can take a break from editing and get on with having fun testing other people's projects; I see myself as a far better beta tester than editor
.
Thank you very much everyone for your time testing. This mission is in a much better state now because of the time you have invested.