As i ran out of enemy units to place in the first Camp Pegasus mission (yes there is a limit to how many enemy units you can place! :sideways: ) i decided to create a 'Part II'.
So here it is:
Briefing:
The war continues on Altis. Camp Pegasus has helped the allies eliminate the enemy from the majority of the island. Unfortunately the camp has been discovered and the enemy are slowly starting to advance on the camp. Air support at the camp has been reduced by high command due to greater demand in other conflicts around the world. Carry out as many missions as you can and lets end this war once and for all. The camp has fought off several attacks recently so be alert and ready. Remember civilians are still occupying the island so be careful when engaging. Good luck and god speed!!
List of Missions:
Mission: Destroy Fuel Pumps
Description: Destroy the fuel pumps in Paros, an important refuel location used by enemy forces travelling from the south to the north of the island. There are enemy units that patrol Paros, however we are unsure of how many occupy the town, proceed with caution.
Status:ACTIVE
Mission: Capture Hubbard Hill
Description: Capture the CSAT military camp Hubbard Hill. We believe this is the main vantage point used by CSAT forces to overlook our activity at Camp Pegasus. Eliminate all enemy or drive them out of the camp.
Status: ACTIVE
Mission: Retrieve the lost UH-80 Ghost Hawk
Description: Retrieve the Ghost Hawk chopper that was lost behind enemy lines during a previous mission. The Hawk has important classified air recon details stored on its computers hard disk. Get it back to Camp Pegasus in one piece. Remember, you will not have completed the mission until you have delivered the bird safely back to Camp Pegasus!.
Status: ACTIVE
Mission: Retrieve Lost Documents
Description: Find the lost classified documents thought to have been stolen and are being held in Sofia. Bring the documents back to Camp Pegasus. As far as we are aware Sofia isn't occupied fully by CSAT although we are aware there are fortifications near by the town.
Status: NOT ACTIVE
The non active missions are near completion so should be active soon but the active ones are all good to go with a few surprises added :rolleyes:
There will be more missions added to the list above too, as long as i don't run up to the limit of enemy units.
I will update this post as and when the other missions are active
Appreciate you doing this, Sparko :thumb:
Cool can we play it tomorrow
Evil, harsh and down right one of your best maps ever well done mate!!! love them!!!!
Very nice Sparko. Great to play with armour advancing on multiple roads supporting each other
well done loved it right up to the mine issue...you plonker :devil:
Quote from: sulky_uk;386933well done loved it right up to the mine issue...you plonker :devil:
Nice to see someone else getting the blame, and for mines too !!!
Glad you enjoyed it guys, should be able to get the other missions active soon so there is more of a selection.
Thought it would be a nice change to use the armoured vehicles more, would welcome any suggestions too guys if you think you would like anything adding etc...
Great game again last night and enjoyed the tweaks.
Something that Blob and Cheese spotted and told me about after was the truck which was the mobile Virtual Ammobox. The truck was completely destroyed but still functioned as a Virtual Ammobox, i'm guessing you're like me and think if you lose the asset you lose the Virtual Ammobox ?
If so, all you need to do is give the addAction (in the init of the vehicle) a name rather than just applying it. You can the refer to the name via a trigger when the vehicle is destroyed and remove the Virtual Ammobox function.
Quote from: TwoBad;387115Great game again last night and enjoyed the tweaks.
Something that Blob and Cheese spotted and told me about after was the truck which was the mobile Virtual Ammobox. The truck was completely destroyed but still functioned as a Virtual Ammobox, i'm guessing you're like me and think if you lose the asset you lose the Virtual Ammobox ?
If so, all you need to do is give the addAction (in the init of the vehicle) a name rather than just applying it. You can the refer to the name via a trigger when the vehicle is destroyed and remove the Virtual Ammobox function.
To be honest I just copied the ammo crates and then changed the unit types but now knowing that it can be disabled when destroyed it does make sense for me to amend it.
Thanks for the tip :thumb:
Update!
New mission made ACTIVE see original post.
Sorry for the delay in getting these others active, ill be working on the 4th mission to get that up and working too in the near future.
Update to Camp Pegasus II
Change log:
- Made harder
- Enemy given anti mortar suits
- Vehicles given random engine problems, notably no ignition mechanism
- Bullets in virtual ammo box replaced with paint balls
- Wet suits in virtual ammo boxes replaced with leotards
- Intel letter reduced to the size of a single molecule
Hope you like the changes :narnar:
Lolage.... You didn't like my plan then :D
Hey guys, please don't take this as a criticism of either the mission or the way it was lead, i think both were really well done!
However, despite having one of the highest scores last night, apart from the first few minutes when our base is attacked i never actually saw the enemy, never did any direct fire and never fired my rifle or used a grenade at all.
So, while i enjoyed last night i wouldn't want to play that one again.
I went with the mortars first off all to thin out the troops in the town a little bit, I never thought it would do so much damage to the town especially only from 3 tubes. Also when we trialed the arty the other night a few people said wouldn't it be good to do a combined arty/tank attack...ok so the anti tank mine-lets weren't a great idea but it worked. i had fun last night i shot 1 bullet and got one kill, the rest i got as being a driver for someone and commanding, but hey we've got to give these things a go or we will never see what they are like.
Sparko maybe remove the arty from the next update just to see how we get on, ie if we need it or not?
all in all a good night i thought
good thoughts thou twobad
Please don't get me wrong, i did enjoy playing and for the first time using the mortars and artillery. I just found it a little frustrating listening to ppl say "Wow, you should see this" and "This looks so cool" but not being able to see any of it.
Maybe if we do this type of play again we could rotate the teams so those who start on mortars don't then go onto another indirect fire unit like artillery.
Also, if we are just going to blow the * out of a whole town or base it seems a little silly for Sparko or me to put much effort into the mission but that is something which Sparko and i need to address. Something that i think we should add is some sort of penalty for inaccurate fire, civilian death count seems a good thing to add to a town ?
its all good man..woof woof :D
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I enjoyed it but would like to think it was a one off.
Give me a large house-to-house clearance any day.
Quote from: OldBloke;388494I enjoyed it but would like to think it was a one off.
Give me a large house-to-house clearance any day.
I endorse this message. It's nice to do different things from time.