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fa3_c38_upwardmobility

Posted: Tue Jan 19, 2016 11:13 pm
by darkChozo
A mercenary force steals a bunch of money from an AAF convoy. With helicopters!

Image

Todo: Fix ARs, maybe mix up the reinforcements especially on different difficulty levels.

This seemed to go pretty well from my perspective, but I was in the air so I wouldn't mind some feedback from the ground. I'm particularly curious as to how the reinforcements felt balance-wise.

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Version History:

V2
Adjusted reinforcements script. AI should be a little smarter about dismounting transports and generally a bit more aggressive.
Fixed end trigger so it fires while players are still in vehicles.

V1
Initial release

Re: fa3_c38_upwardmobility

Posted: Mon Feb 15, 2016 1:28 pm
by madrak_the_red
ARs on V2 were way overencumbered at the mission start. We were confused why we could only walk until we checked our packs :P

Re: fa3_c38_upwardmobility

Posted: Mon Feb 15, 2016 1:38 pm
by audiox
Great mission. The convoy felt scary but didn't completely mess us up. The environment provided nice ambush-spots, and having to fend off a counterattack with friendly helos frantically trying to get away with the loot was way cool.

Also, yes, there's something wrong with the AR's.

Re: fa3_c38_upwardmobility

Posted: Mon Feb 15, 2016 4:40 pm
by darkChozo
I checked, and I'm pretty sure the AR thing is a kinda-sorta F3 issue. Netkev had the loadouts set to heavy and the F3 defaults give ARs so much ammo that it overencumbers them in the new stamina system. Not that that means I can't fix it or anything, maybe in the next version.