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What kind of Missions do you like best?


Stalker

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I like missions with demo, rescue missions which force you think ahead of time, such as taking into account buildings and such. But enough of the crap, I like well thought out missions, ones that don't give a bad taste, and can be replayed. And after playing a couple missions from the Guatemala mod..... Definitely realistic proportionate enemy resistance. Make a person sweat, make him/her think, but never make them mad. Sorry, but those missions the enemy strength was just too high to be realistic. But also ones that aren't a cakewalk either.

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1. big out door map with alot of trees alot of enemy troops. With gulis suits that are camoflauged into the surrondings to near profectiong that will kill u in a heart beat. (stealth)

2. Urban fighting with enemy troops working perfect as a team (some dressed like cilivians) . cilivians some nuetral some that help the enemy. (firefight)

:thumbsup:

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Some of my old suggestions, & a couple new ones!:

1. Script in multiple objectives in each mission.

2. Have some 'stealth' be a part of the start of most missions.

3. Do NOT end the mission just because an objective failed. Require the whole team to reach the extraction anyway (simple survival may be hard once the Ghosts have been detected), as they would have to do in real life.

4. Sometimes use truck loads of 'fast reaction forces,' once the Ghosts have been detected.

5. Use better looking enemy AI characters that reflect something like a sophisticated enemy. (I hate those ridiculous looking Ethiopian sad sack characters.)

6. Make use of different things like booby traps, artillery support, better vehicle interaction, occasional land mines, whole area mine fields, meeting up with intel agents, etc...

7. Use enemy reaction forces with very hard to beat abilities. Make the Ghosts pay if they are caught out in the open, without covering forces, or similar poor movement skills.

8. Use the occasional accurate enemy sniper with 'random' placings in certain areas.

9. Make better use of random placements of enemy sentries and patrols for improved replayability. Restrict these 'random' placements to only areas of the maps that make sense to the whole mission scripting.

10. Use 'conditional' objectives in coop mission scripting. If plan 'A' fails, then initiate a difficult plan 'B'.

11. Make more 'ambush' missions. Mostly where Ghosts must set up the ambush, but some where Ghosts themselves get ambushed. (near extract?) Allow ambushes that will encourage our using of claymores.

12. In certain civilian town areas, use a lot of civilians to complicate target locating, or stealth detection.

13. Make AI enemy much better 'entrenched' within defensive positions. Also don't allow them to move forward from good shooting positions, just because someone starts shoots at them. Make them remain in their best defensive position. Increase the numbers of tangos only where it would make sense to expect grouped enemy defensive positions.

(next 2 from Rocky:)

14. Make it "real-life". For example don't just flood the script with enemy - decide what enemy would realistically be deployed to carry out the objective, and don't put in any more.

15. Don't make the enemy patrol routes too complex, but keep them a little unpredictable

16. Please do NOT make ANY 'kill all enemy on map' type missions. Please do NOT require, "kill everyone," as a mission objective. Kill everyone in a certain building as an assassination objective, yeah! But not a whole map!

17. If you are adding music to a mission, please keep in mind that MANY of the people who will be playing your mission, play it as a team using voice comms. If one were to look at the number of times a very good mission is actually played, you would find that the GR groups that use voice comms, are the ones who will probably put it into their regular mission rotations, and play it time after time, after time. So please add the music,... while also realizing that teams need to be able to hear each other over all of the other mission sounds (including music). Turning down the mission's audio volume, only removes everyone from the actual mission's environment, and thats NOT what we want to see.

18. If you are making just a 'lone' mission or 2, please also make a 'server-side only' multiplay coop version of these missions along with a single-play version. That way your mission/missions can become a regular playable 'classic' on these various GR teamplay coop servers. ( Also anyone making single-play missions or campaigns,... PLEASE also make them playable in Multiplay Coop format as well.)

Thnx for listening! :thumbsup:

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Missions where you have to use more than one team, so you can attack/defend multiple ways.

Enemies will come from multiple ways at the same time, so you can't do this with one soldier.

No need to use alot of enemies, but make them tough.

No need for briefings too, just name the objectives, and figure out yourself how to achieve them.

Maybe some things random (enemy-plans, -numbers) to make the scripter happy ! (This way he has fun playing, else he knows exactly where to go).

No kill em all missions, how do you know how many there are !

No mission failed if a member of Ghosts is down, only if whole team dead. Even when required demo's are missing (obj failed, but not mission)

Always reach extraction, even if obj. failed. (got that from BamBam !)

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