fa3_c40_hubris

Help make Party-approved missions harder
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fer
Posts: 1586
Joined: Fri Jun 04, 2010 8:16 am
Location: Emotional wreck

fa3_c40_hubris

Post by fer »

Following the first play-through (in the [Sun] 02 Nov 2014 (Convoyeurs) session), I'm considering some changes:
  • Moving the action to a smaller town than Kavala (for FPS)
  • Reducing the number of AI by about 20% (again, for FPS)
What do the comrades think?

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wolfenswan
Posts: 1209
Joined: Wed May 25, 2011 4:59 pm

Re: fa3_c40_hubris

Post by wolfenswan »

I agree on both. Depending on the # of players even only up to the double their number of AI would prove a challenge in a build up area. You could use something like

Code: Select all

10 + ceil (random ((count playableUnits)/4))
when calling the garrison script for simple scaling.

The enemy vehicles weren't much of a challenge due to their tendency to drive into walls/buildings. Maybe immobilizing them in good positions would be better.

I imagine CSAT would send support if a convoy is intercepted, maybe reduce the # of AI in town but send some as airborn and/or even a Mi-48? In a town there is plenty of room to hide.

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