06-20-2016, 02:38 PM
To go ahead, I really really liked the mission, it was really great. But there are some things I would like to point out.
First of all, the number of objectives.They kept piling up, and killing 150 terrorists in the island with a small team like this doesn't really strike me as realistic, more so since the feat is made redundant at the end with the artillery strike; if we had really cleared the island, it would have felt like a waste. Also, a specops team should really have NVG's, especially when the night is dark like this.
Secondly, the part of the mission on the island is too long. There is the inherent need for intel (where is the officer, how many guys are there) which will inevitably delay the whole thing. We had a downtime of almost half an hour were we didn't do anything but sit around waiting. I would seriously recommend to tighten up the ending. Point out were the leader is right from the start, so that downtime and reocn can be cut down substantially.
As it is, the mission contributed to some of the most memorable experiences in Arma gaming, as well as contributing to the most boredom I had. The high points were really great, I loved the bit at the beginning storming that camp site and storming Sierra 3. But the downtimes were simply too long, and most of it spent in pitch black. I don't generally mind downtimes, but they have to be short enough to keep you in suspense. As it was, after ten minutes of crouching in the darkness, suspense was gone and it started to get boring.
This isn't meant to be whining or anything. I know how missions seldom develop as the author intended, and it is a question of how the squad leader handles the situation. I don't think that I would have done in any different than Stag did, and quite frankly, anything else would have been suicide. The number of enemies and the spread of the targets made it all take very long, is all I am saying.
First of all, the number of objectives.They kept piling up, and killing 150 terrorists in the island with a small team like this doesn't really strike me as realistic, more so since the feat is made redundant at the end with the artillery strike; if we had really cleared the island, it would have felt like a waste. Also, a specops team should really have NVG's, especially when the night is dark like this.
Secondly, the part of the mission on the island is too long. There is the inherent need for intel (where is the officer, how many guys are there) which will inevitably delay the whole thing. We had a downtime of almost half an hour were we didn't do anything but sit around waiting. I would seriously recommend to tighten up the ending. Point out were the leader is right from the start, so that downtime and reocn can be cut down substantially.
As it is, the mission contributed to some of the most memorable experiences in Arma gaming, as well as contributing to the most boredom I had. The high points were really great, I loved the bit at the beginning storming that camp site and storming Sierra 3. But the downtimes were simply too long, and most of it spent in pitch black. I don't generally mind downtimes, but they have to be short enough to keep you in suspense. As it was, after ten minutes of crouching in the darkness, suspense was gone and it started to get boring.
This isn't meant to be whining or anything. I know how missions seldom develop as the author intended, and it is a question of how the squad leader handles the situation. I don't think that I would have done in any different than Stag did, and quite frankly, anything else would have been suicide. The number of enemies and the spread of the targets made it all take very long, is all I am saying.
I don't need luck, I have ammo.