This is an assassination gametype with great emphasis on stealth. The player must find and kill a specific enemy character and then must escape to an extraction zone. Although i made this gametype with the intention of playing it like a "stealth recon" mission, so completing all objectives without being detected by the enemy and making the least possible number of kills, the player is free to use any approach he desires. There is no stealth objective (anymore), so anyone who wants to use a "run and gun" type of approach is free to do so without failing the mission. Personally i would advise to use stealth as much as possible in this gametype.
This gametype contains AO. the following elements:
- Smart AI: the enemies will use the so-called "smart AI" instead of the "dumb AI".
- Random patrols: at random intervals random picked enemies will perform a "random patrol", following a random generated route through the level to a random location. This way enemies will guard the level against infiltration. The player will be forced to watch his back all the time.
- Realistic detection behavior: enemies will use radio communication when they detect anything suspicious, like a member of the player's team or the body of a killed enemy. Enemies will need a small amount of time to operate their radio before they can send an alarm call, which will give the player the opportunity to kill this particular enemy and thereby prevent detection.
- Random placed minefields: there can be up to 3 random placed minefields in the level, with each a random number of mines placed at random intervals. Mines do not have a 3D model, so they are not visible.
- Mine searching equipment: the player can search for mines using a mine searching device that is part of the standard equipment. The player must analyze the search results in order to detect mines. False positives included.
- Mine disarming procedures: there are 2 different procedures that the player can use to disarm mines. The first is a normal procedure, using demolition charges, the second is a manual procedure. The manual disarming procedure includes a random chance of accidental detonation.
- Enemy reinforcements: after the alarm is raised there is a chance that a random number of enemy teams will appear in the level as reinforcements. A M35 truck will appear in a random location at the edge of the level to release these reinforcements.
- Airborne reinforcements: after the alarm is raised there will be an enemy "helicopter" send to the level to search for and eliminate the player's team. Note that this helicopter is scripted only, there won't be a 3D model of a helicopter visible in the game. Only the sounds of the helicopter will be audible and it's position will be indicated on the command map with a yellow icon. This helicopter will search for the player using 2 different search procedures, and when it has detected a member of the player's team it will attack this team member with an onboard sniper. The player is able to hide in (particular) buildings in order to escape the helicopter.
- Randomization: many elements in this gametype are randomized. Random insertion location, random location for the mission's target, random size of the enemy force, etc. Anything that can be randomized is. This is to enhance the replay value of this gametype.
- Level size dependent opfor: the size of the enemy force, although randomized to some extent, will depend on the size of the level.
- Radio detection equipment: the threat indicator is modified to work as a radio signal detector. The player can see the radio signals of the enemies and can use this information to find his target or to predict the random patrols.
This gametype is included in a small mod. The main thing this mod does is to give all enemies identical characters, uniforms and (primary) weapons. This was done because of the way how the "random patrol" script works. But anyone who wants to play this gametype with a particular mod that includes specific enemy characters can do that by changing the mod priority.