Regular, V1.08 FDFSounds, Trueview Mod
Overview:
Good but the picture is a bit too compressed.
Intro:
It’s good and informative. The SLA units look a bit too randomly scattered and the end animation of the west officer is a bit odd (his right hand) though.
Briefing:
Good
Map is simple and clear. No weapon choice which is fine given the situation.
Mission:
First go- Had a quick run around the base, stood near the outer sandbags while the artillery hit, mostly around the outside. Also, spotted a static group on the horizon. I scattered my men around the base and stood around for a few minutes waiting for the action to start. Waited a bit more.
The west loons started firing at the enemy in the distance, so I joined in for a bit but the SLA weren’t coming anywhere near us. So I ran up the road quite a distance, knelt down and sniped away, got caught by a lucky bullet. Not so lucky for me.
Second go- same as first paragraph.
Mooched around for a bit while the Blufor AI made mincemeat of the attackers.
Get 4 loons join my group and a new objective.
Ran up the hill, got my loons to target a MG, took out 1 d30 while my and other loons took out the other 3. No guards on the artillery.
Kills:
Ural
D30
Rifleman
Outro:
None
Conclusion.
Sorry mate but my honest opinion is it’s a bit limp. All the mechanics are there but the attack, after the build up in the intro, feels like a couple of groups that seem to have a fairly low skill level slowly making their way to the base.
Now that I’ve played it I’ve read the thread to see what previous versions are about and it may be you’ve dumbed it down a bit too much. Personally I like my defend missions to be desperate attempts and should induce panic with the amount of loons swarming in.
May I suggest a few things:
Cut and paste the mission to Sahrani, it feels too cramped on the little island.
The artillery is mainly redundant after the first volley, make it continue but not as many rounds as there is at the beginning. Maybe every 60 seconds or so, a volley for example.
Ramp up the skill level of the attackers, set their speed to full and formation to line, make it a formidable attack. But, have them in waves and dependant on the preceding wave getting to 50% of their numbers to prevent the player getting completely over-run. Maybe, rather than the last wave getting blatted you could get them to retreat to the artillery position?
Sadly an almost sudden ending no outro
Indeed, needs Blufor reinforcements coming into save the day? Or transport coming in to take the player out. Just something other than a sudden end.
All completely my opinion, feel free to ignore.

Cheers