So...my first mission went generally okay. We had a problem with the rigged IED not allowing a success state and a missing cache. For v2, I will add more ambient units to make the journey in between each objective more...eventful, I will change unit and box placements among a few other things to change the map around and make it more challenging and to allow for re playability. Any suggestions for changes other than general fixing is appreciated. V2 should be active within the coming weeks ;)
Sounds good! Maybe add some sneaky *cough* wheelbarrow ied's *cough*.
cough mine....
I think any changes you have suggested are great, maybe a bit more resistance in some areas. Also I would change the random traps :) Also the 4 guys highlighted on the map might make them not show up.
I would resist the temptation to make the journey between targets more eventful. The multiple-mission scenario works best (IMHO) if we can, like last night, move swiftly between the hot spots.
Okay - not even a few roadblocks or patrols?
Quote from: Nuka;399080Okay - not even a few roadblocks or patrols?
You could at the entrances of the towns, to set up some sort of perimeter but I wouldn't suggest putting them randomly on the roads between each cache. It's a great mission and I think it may get a bit 'off objective' if you littered the roads between with enemy. Perhaps bulk up the resistance within the towns a bit, also there is nothing wrong with springing a few different surprises at each town.
Just my opinion, but great work Nuka, it can be hard to get a good balance within a mission, especially when your not sure how many people we are going to get on a night.