Has a lot of room for improvement IMHO, however I'd be glad to replay it if you put in another 20min of work ;)
- 4min is too short, and generally a time period doesn't make sense as winning condition here. Better trigger the end when all enemies inside a certain radius have been either killed or repelled, i.e. the surrounding is calm again.
- delete the friendly AI completely (it does too much of their own), and give the player a slightly larger team. A 6-man team consisting of player, medic, light machinegunner, grenadier, designated marksman (some long barrel with acog would do) and a rifleman (for manning the hmmwv gun) would be ok. Mixing Czech and US troops doesn't fit, but maybe you can use the "Tier 1 Operators" pack to simulate some private contractors that guard the convoy.
- HMMWV should be usable by the player so it can be moved to have a gun plattform and some cover. One is enough though (assume the other team members drove in the trucks). Truck drivers should be unarmed or only pistol-armed civilians running around (assuming everyone is just taking a pee break). They should be under player's control as well so he can order them to cover.
- medic tent is out of place, who would put up a tent when he is just stopping at a gas station for a few minutes to refuel/urinate?
- ending is weird, the screen is just black but the fighting continues until the player is shot. A proper mission end with the usual stats screen would be better.
- enemy AI won't shoot at the truck if they are empty, they will only accidently inflict a bit of damage (e.g. shoot off a tire). Maybe hard to teach them to do it, but you could just say that they are trying to conquer them in order to turn them into a big VBIED later or something instead of destroying the trucks, so that actual AI behavior fits into the story.
Has a lot of room for improvement IMHO, however I'd be glad to replay it if you put in another 20min of work ;)
- 4min is too short, and generally a time period doesn't make sense as winning condition here. Better trigger the end when all enemies inside a certain radius have been either killed or repelled, i.e. the surrounding is calm again.
- delete the friendly AI completely (it does too much of their own), and give the player a slightly larger team. A 6-man team consisting of player, medic, light machinegunner, grenadier, designated marksman (some long barrel with acog would do) and a rifleman (for manning the hmmwv gun) would be ok. Mixing Czech and US troops doesn't fit, but maybe you can use the "Tier 1 Operators" pack to simulate some private contractors that guard the convoy.
- HMMWV should be usable by the player so it can be moved to have a gun plattform and some cover. One is enough though (assume the other team members drove in the trucks). Truck drivers should be unarmed or only pistol-armed civilians running around (assuming everyone is just taking a pee break). They should be under player's control as well so he can order them to cover.
- medic tent is out of place, who would put up a tent when he is just stopping at a gas station for a few minutes to refuel/urinate?
- ending is weird, the screen is just black but the fighting continues until the player is shot. A proper mission end with the usual stats screen would be better.
- enemy AI won't shoot at the truck if they are empty, they will only accidently inflict a bit of damage (e.g. shoot off a tire). Maybe hard to teach them to do it, but you could just say that they are trying to conquer them in order to turn them into a big VBIED later or something instead of destroying the trucks, so that actual AI behavior fits into the story.
Total comments : 1, displayed on page: 1