;D There's no rush.
Another minor point: don't describe Bravo as "infantry": they should be "commandos" or "paras" or something. Regular infantry don't do stuff like this.
After much thought I've decided that you should definitely keep Bravo's truck move in. I know there was some debate about it and aesthetically it's not very pleased. (And I know you put a lot of work into it.) However, it has two advantages: it allows the player to drive up to Bravo's position without worry, which speeds the game up; and IIRC you get another ammo dump. So keep it with a clear conscience.
Drove to Bravo in a UAZ (comments on the base layout later) ran through the woods and approached the VCP from the north. Far fewer loons about which is good. First attempt I got myself shot through rank stupidity. Second attempt got most of them but a UAZ with two loons in in drove off. My chaps didn't shoot at it and my magazine was almost empty so they got away. I presume the put the Base into some state of alert: it should perhaps not be full alert. Anyway, I decided to go back to a savegame because I want to see the base unalerted.
It's not clear whether shooting an M2 gunner puts this lot on alert - it should do. (Shooting a roving patrol probably shouldn't unless the sentries hear the shot or whatever.)
While we're doing this a lorry or UAZ or something should come up the road and get trashed by Bravo. Just to prove they were worthwhile.
There is a BMP patrolling to the north of the VCP which I'm not too keen on at this stage. I haven't seen it close up so I'm not sure what its doing but it shouldn't be patrolling the road behind a roadblock. If you really want it there maybe it could come from the base to the roadblock and drop some loons off, picking up others to offset them: a guard change.
Next attempt, cleared the place. There was a UAZ zapped by one of my loons LAW, but not sure where it had come from or was going. It was a good 100m to the southeast.
We need to make some changes to this base. (As always when I'm beta testing, you are of course at liberty to ignore anything I say. However, you should never bin any beta testers comments without thought. There is usually something in them, even if you don't agree or if they are ultimately wrong.)
There should not be a gap in the sandbags on the south side, there is no road there. The south wall should be much nearer the road - the whole area feels a little too big. (Cut and paste sandbad sections to avoid too much re-placement.) There should be a total of 4 M2s: one for each road and one facing south. Just inside the wall beside each entrance (on the other side of the road from the M2) there should be an open tent, so that guards can check paperwork etc out of the rain. (Oops, just found the central one .... put it on the other side of the road, in the corner between two roads.) There are too many ammo crates: one of each is sufficient in a place like this. There should be one area for ammo/fuel/junk and one for accomodation/hospital. (You don't sleep with ammo crates right outside the tent.) If you like you can make the officer's tent separate with a table outside. There should be space for one or two lorries/UAZs, even if they are not there at present.
Talking of the UAZ, I'm not sure of the placement but I suspect its too hard. It must start within the walls and must leave by the exit facing the main base - otherwise its "unfair". Ah ha, found second UAZ outside the fence. No good. Make the exit wider if needs be.
Back to the retry to tell Bravo. The radio option needs a space after the :. Oh I see, the BMP is outside the Base! Shit shit shit, the junction is within sightof the base, shit, right. We need a response from the base when the junction is attacked - the Shilka crew could see and hear the firefight. Yes I know if they had really heard it they would have buttoned up and they haven't so in the game they haven't heard, but for a good mission we have to recognise things like line of sight.
It needn't be much: a UAZ or a Ural with a few infantry triggered when the guards have taken a few casualties. They'll come down with lights blazing so they shouldn't be any trouble. (Pleased to note there were fewer loons around the junction than before ... here we have a classic case of fewer guards but a slightly more interesting and difficult objective.)
Bravo appear, nice radio chat and they disembark without trouble. Try and get the ammo crates nearer to the truck they were under the trees and it took a minute to find. Alternatively, they could just leave the ammo in the truck.
I don't know Bravo's exact lying up point - there should be a marker. The radio message says "prepare to attack" but I don't know what that really means. Will they actually attack when I use it or just move up a bit?
Anyway, I'm off for a CTR. Actually I think I'll take a break and look at all this in the mission editor.
First base. This base is an awful, desolate place, I've always thought. Would never want to be posted here. You've left it quite bare which is good (for lag reasons) and fine, but we can make more with what we've got. Remove one of the fires. The other is a focal point for the loons: they are around it and maybe one or two of the patrols visit it on their way past. Delete one UAZ and move the others into the open by the east fence: perhaps there should be a lorry there too.
The fancy ammo crates are in the wrong place: you're probably trying to reward theplayer for going round there, which is good in principle. However, we know the base is clear because of the retry and Bravo getting in safely and you can't spend your life going round behind buildings in the hope of finding a bizon.
You've got spetznatz here so lets make the isolated building in the northwest their home. One ammo crate of each kind (with additions of course) is placed here: the BMP loiters somewhere else. SN units start around here. No fire. Maybe some pallets with a couple of NVGs on the ground (use weaponholders) to indicate that this is SN territory and that the ammo crates - which may be discrete but not hidden - might have goodies.
The infantry hang out in the opposite corner. Fire, vehicles, hospital, etc. Nothing in between - this base is half forgotton don't forget. Maybe a couple of vehicle wrecks. (Taking away a fire and some excess ammo crates means you can add back one or two things. If you start to run into lag problems lose some manned M2s, you've got plenty in the mission and these lights probably take up plenty of CPU time.) Always keep thinking: I'm the base commander (a total second rater in charge of a dump like this) what would I do? I'm a grunt in this base, what would I do?
Keep your zero area triggers out of the action and not on top of units - it reduces the chance of you making a mistake and makes life easier for anybody trying to understand the mission. (Not that I'm going to take it to pieces.)
Found some ammocrates in the south on the mainland. Bad idea, you just never know where the player is going to go. Always put stuff that's going to be setPossed on an outlying island where there is no chance of the player screwing things up accidentally.
There are too many soldiers with no waypoints. These loons are just headless chicken fodder. Give them Hold (safe) to start, then switch them into Join (aware) and Hold or Something when the shooting starts.
There is absolutely nothing wrong with using an invisible H as the ammo point marker, but it is more usual (and more elegant) to use a gamelogic or an invisible marker.
At the junction they know nothing of the attack on the first base, so that main group should be in safe round a fire till west is detected in the area. Then they can go to guard. I would say that they may be getting to the UAZ a little early.
I'm getting tired now... at the main base easy entrance, place one guard just inside the entrance. Give him a hold waypoint and in it make him sit down. When the balloon goes up he can run off and join somebody but its obvious enough that that's the "unguarded" entrance - you don't need to leave it totally unguarded. I did have one quick sneak into the base and I did desperately want that silenced glock. I know I took the m21 but this is a good chance to make the sidearm actually contribute something to the mission - usually they don't.
I haven't followed any groups through in detail but there seem to be a lot of waypoints ... check through and see if you really need them all.
That's enough for now, hope its been helpful. Might try and do some more tomorrow but I don't know if I can face it. ;D Most of my comments on the first two bases might apply to the main one as well.