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fa3_a60_gamey_mission

Posted: Sun Sep 13, 2015 11:47 am
by fer
Two armed groups must negotiate a swap of ammo trucks before working together (or not) to steal a truck from an AAF base. Casualties from any double-cross during the first part of the mission return as base guards. Think: Dark Business with inanimate objects and a second chance for guests that die early. This is also the most gamey thing I've co-written (with Eagle Eye) since OFP, but sometimes you have to get this out of your system, right?

:siiigh:

Re: fa3_a60_gamey_mission

Posted: Mon Sep 14, 2015 3:40 pm
by Sparks
So that last run...

I kindof think we shouldn't use it to evaluate the mission much. We were *way* too focussed on when/if the betrayal would happen to play it right. It'd be interesting to see what would happen if we had two friends CO the different sides here... well... okay, two people who tolerate each other.... okay, fine, two complete strangers who don't rabidly scream and jump for the throat of any human they're put in close contact with for more then five minutes, we can find those in Folk at least, right?

I think this could actually be a bit of fun towards the end of a night if the two COs weren't actually competing to choose the shorter codeword to signal betrayal time to their side...



ps. Though a note in the "When you die" section to advise against multiple respawns as AAF would not go astray - it gets so gamey you can *ahem* forget yourself for a few moments of strider-fuelled madness...

Re: fa3_a60_gamey_mission

Posted: Mon Sep 14, 2015 4:34 pm
by boberro
Just don't let Kefirz to CO in this mission.

One idea I had while playing it - maybe there should be a trigger that tells players to respawn as indifor, only if they are killed by blue/red ? Of course Kefirz would find a loophole in that too :D

Re: fa3_a60_gamey_mission

Posted: Mon Sep 14, 2015 8:58 pm
by Kefirz
I am perfectly innocent, I respawned only once.
It was your BLUFOR's betrayal that foiled our betrayal, so blame them.