1. In-mission briefing
The powerpoint deck is lovely, but it's asking a lot of people to alt-tab into a separate application (which they might also have to download), just to refer to the briefing. Incorporating all the pertinent data into the briefing file and map would be really helpful for commanders at all levels.
2. Eliminate 'make-work' pre-mission tasks
Giving the insurgents the co-ordinates for the caches over TS, and then asking them to mark location on the map, doesn't really serve a purpose other than to extend the time before we can green-up. Either pre-mark the map, or, if you want to add an element of uncertainty, perhaps borrow from Cacheola and mark small search areas for each.
3. Reflect the fact that characters (and therefore knowledge) exist before the mission starts
As a cell leader (and overall leader), it was frustrating to have no knowledge at all about what was likely to be in each cache. It meant that any plans made prior to opening the crates (and even target selection for each cell) were subject to enormous change when the weapons were found. In real life, I strongly doubt that insurgents would put any less planning into an operation than BLUFOR troops: even if we had to go to a location to arm ourselves, we would know what to expect in each cache and plan accordingly.
4. Allow weapons to be holstered
Obviously tricky with anything larger than a pistol or carbine, but the fact that we couldn't holster or hide small arms meant that once armed, there was no option but to fight. Clearly, we could have moved gear around in cars, but human vehicle movement is easy to spot.
5. Penalise shooting unarmed insurgents
My killer shot me at point blank range when I was unarmed, and standing up. It wasn't a stray shot, it was an execution. Whilst I certainly wouldn't want to end the mission on such an event (because in firefights anything can happen), we need to have a mechanism that forces BLUFOR troops to think twice before pulling the trigger in an AO full of civilians. One approach might be to strip such a soldier of his weapon for the rest of the mission? I don't know.
6. Restrict support weapons
FFARs and similar heavy area effect weapons (relative to infantry combat) probably have no place in an AO full of civilians. Of course, one could arm the insurgents with Stingers, but that - for me - means getting away from the low-tech / infiltration aims of the mission concept. Better to make BLUFOR's airbourne platforms focus on observation / co-ordination, guiding in ground forces for the kill.
7. Clarify target actions
TBH, I wasn't quite sure what we had to do at the Mosque. Did we have to massacre everyone inside it? Or blow it up? If the latter, how? It's a huge structure! Might be best to look at ways in which the targets can be made more focused.
8. Reduce number of targets (perhaps dynamically)
With 28 people on the server, we were spread very thin. Having played in similar missions with ShackTac, I know that even with playercounts of 50+ it can be a challenge to avoid situations in which players see very little action. We might want to look into ways of scaling back the mission objectives to reflect the number of players available in the session.
I know others will have ideas and suggestions too, but I hope these help. Let's get some agreement on changes, then see how we can help you out with them, Sonsalt. Looking forward to hearing from you!
