[OFP] C3 - Strike at the Bear by The-Architect

C3 - Strike at the Bear by The-Architect

Mission details

Type Single Player
Player side Resistance
Island Nogova
Time of Day Night
Weather Clear
Filesize 663.03KB

Mission requirements

Game OFP v 1.96
Addons None
6/10

Overview - 5
Briefing - 6
Camera - 7
Scripting - 7

User rating

Not yet rated


Added
03 Dec 2010

Views
1319

Downloads
468

Comments
0

Summary

From the Author: "After hitting the convoy Victor has moved his team into hiding. Their next target is the Spetz Natz fast reaction camp on East Nogova. A night mission with lots of potential to go wrong."

Click to see 6 other missions by this author.

Review by Calamity

Overview

Good Overview; nice little pic with a blurb. The only thing is, the Title does not match the ZIP. The mission name in the list is SnakeBite, the Name of the ZIP is Strike the Bear. A little confusing, but I got over it.

Intro

Short, to the point, and it got the job done. I liked the camera movements, but the voiceover was very soft compared to the music. I found myself forced to read the Intro rather than listen to it. If you’re going to do the voice over, either increase the volume of the voice or decrease the volume of the music.

Briefing

It's got all the right parts. The Plan gives a nice summary of the mission and its objectives. There is a link that takes you to volumes more detail about the particulars (3 pages worth!). The Notes provide a little background without getting too mushy. I was mildly surprised by the weapons selection. The mission outline indicated that there was a limit to the weapons that would be available, but when I drilled into the selection it was much more extensive than original billing. I was able to re-configure my entire squad to meet my tastes. It was only when I was trying to do this that I found the limits the plan alluded to. I was very pleased how the author made this work out, and considered it a well-balanced selection (it forces the player to do some resource management and I consider this good mission writing).

Mission

Start off in the dark at my base. It should be just a quick run down the hill to the objective and I’ll be home for dinner… This couldn’t have been farther from the truth! I quickly run into some light resistance along my axis of approach. The first time my squad and I were cut to pieces, so I restarted and decided to be a bit more conservative.


My conservative tactics bear fruit almost immediately as I eliminate the pesky squad and a Shilka, which was a peripheral threat mentioned in the briefing. Soon I am overlooking the objective town and this is where the fun begins.


I elected to keep my squad on the hill overlooking the town as I crept in to take a peek. Very quickly – and much to my surprise – I find the second objective. That out of the way I use the save game radio call (0-0-0) to hold my position. Through many lives I search the buildings of the town before I locate the first objective. Each time I am forced to run to a building, peek inside for the telltale signs, set off an alarm and get killed before I can get to the next building. This slow process of elimination takes me most of the night :)


So my final play (Yeah Right!) I use my daring “commandeer a vehicle and drive it right up to the objective” strategy to get to the objective unmolested. I take out the personnel inside and set my satchels. The alarms are screaming and I’ve got to get out of there, but I figure I’m in a safe place so I use my save game again. That’s when I find out the alarm has stirred a hornets nest! I am forced to call for backup, and then get my squad involved too! Meanwhile I try several strategies to clear the town as I egress. But all fail. Finally I give up in frustration and elect to flee (As the plan had suggested :) ). The tactical situation forces me to pick an axis of egress away from my squad. Oh, well, I’ll have to link up with them later. I circle around the base, and once I am clear of the lines of fire, I order my squad to break contact and collapse back to a tree line where we can link up.


The Author had made some effort to seal off my chosen route of egress, and it was only my skill at stealth, and my trigger discipline, that allowed me to slink away into the night. Eventually I link up with my squad and we fall back to the evac point.


Mission ends. 54 minutes, one loss, and a HELL of a lot of enemy dead!

Outro(s)

I was knocked over with a feather when I found there was one! The author mentioned that this was a campaign mission, so I wasn’t expecting an outro for some reason. Like the intro it is well done. There are several recycled voices from the Resistance campaign, but they were well played. For some reason I really like Victor’s voice…

Special

The author has provided a nice little save game feature with the radio. I suggest you make extensive use of it!

Overall

(Review Date: Jun 2005) The mission is well written. It's got good troop deployment and the objective has defense in depth. There are several elements of realism that really altered the way the mission played itself out. That said, I was able to exploit some flaws in the logic, such as driving around in a commandeered BRDM without setting off any alarms. I was also able to shoot my Hunting Rifle, with a guard on the other side of a wall, without setting off alarms. If the author was able to correct these flaws, it would make the mission almost impossible to complete. :)


You can view the beta thread here.

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