Need to get that first post looking proper
Played with 1.60 regular.
OverviewConsider filling in the image with all black rather than white and black. It looks a little silly, two toned like that.
Force Recon provided us with a foothold on the island of Utes. We will hit the mainland in force and take out targets in Balota.
I think it would read better with these words..."
Now it's our turn to hit the mainland in force and take out targets in Balota.
IntroStatic cameras aren't capturing much action. I can hear the Russian team leader issuing orders to move, the jeep starts up and rolls around a bit but not much visually appealing here. The next scene also feels like the camera could have had more creative placement.
BriefingGood info, filled me in perfectly on what was expected. I see the gear load out is chocked full of options. Understandable to equip infantry with standard issued gear and no options but this IS a game after all.
MissionThe slow cruising helo was too much I think. I would have let him cruise at normal speed, let the player see some of the fireworks and then do a quick insert. I also feel the insertion zones are all wrong. Those helos were sitting ducks on that strip. I would have landed the players' helo on the far eastern end and let them clear the two warehouses and then join the other squads at the western end. I would land one helo to the north of the airfield, behind the warehouses in that open field and have them approach the strip from that direction. The third helo would have put his team in to the west of the airfield in the open fields and moved in from that direction, all teams converging on the western end and moving on to the harbor. You could then land reinforcements on the strip immediately following the strip security.
I liked the response of the armor. It was not overkill but redirected our focus from the main objective temporarily to deal with incoming threats before pushing forward. I would like to see some more reinforcements arrive just as the first three squads are pushing toward the harbor. The player could trigger them as he enters the village and they either pull up in transports or ride in on vehicles with mounted guns. Just something to keep it alive to the very end.
I would then setcaptive some units near the harbor and then uncaptive them once the three squads get within a certain range of the harbor yard. As it is, there are only a few units within the barracks to eliminate to clear each area. I would definitely load those warehouses and hangars up with crates, or objects or empty vehicles to at least make it seem like there was something there to defend. It also gives the AI something to hide behind and forces the player to enter and conduct CQB as well as prevent the AI from being shot or shooting the player while the doors are closed.
Add a countdown and throw in a quick camera to circle the player or zoom out from the player with some radio chatter or something before you end the mission. It ends abruptly, as soon as the last enemy is killed. You could even create the camera on the player, pull back slowly and have a helo zip over the camera(bringing more troops to the airfield) before it pans left or right to show the AAV's coming to shore. Then you could fade the scene to black.
OutroYour camera angles are static and don't take in enough action or life. The last scene sits on an unmoving AAV for far too long. The moment the vehicle begins to move, the scene ends.
OverallAdjust the insertions, throw out that slow moving ride, add some responders while the groups are transitioning between airstrip and harbor, tweak the cinema and add some custom sound(there is plenty out there to find in other folks missions). It's a great, fast paced mission that is worthy of following Aqua Lion so long as you polish the details just right. Look forward to testing the update.