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Wisp

COOP 04 Marina Infilitration

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LINK

http://steamcommunity.com/sharedfiles/filedetails/?id=168049142

http://steamcommunity.com/sharedfiles/filedetails/?id=173163109 - short intro version

MISSION

A CSAT special forces team must assassinate a high value target in Agia Marina.

SITUATION

A high-level Altis government official promised to hand over information regarding Task Force Aegis, but he failed to meet his handler at the designated time. With no contact from him in three weeks, it appears that he is working with NATO forces.

CSAT command has now ordered a special forces team be deployed to assassinate the official. Intelligence gathering has tracked down his location to one of our four possible locations in the city of Agia Marina.

INFO

- A stealth-based / diver mission.

- Approximately an hour in length.

- No respawns are available, however there are frequent autosave checkpoints.

- Play singleplayer or cooperatively.

SCREENSHOTS

http://chattypics.com/files/107410_20150313_00021_0ge8cc0mdm.png (1958 kB)

http://chattypics.com/files/107410_20150313_00016_92pv1ij5b3.jpg (595 kB)

http://chattypics.com/files/107410_20150313_00019_uwaq5c3uiz.png (1037 kB)

http://chattypics.com/files/107410_20150313_00018_9atqfwjfwr.png (1327 kB)

Edited by Wisp

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Hey Wisp, i enjoy your mission! I usually don't like night missions, but this one is cool. I dig the heli insertion, the sub infiltration and mined harbor -- great idea! (i did blow a mine, but we survived it), and sneaking around town. I haven't completed it yet, but have discovered no flaws. Here's a few friendly suggestions:

1. Add voices. It can really add to immersion and make the mission more alive.

2. Add a few friendlies at the beach where the equipment and sub is. It doesn't make sense that all the gear there is unguarded with a camp fire. A little dialogue from this support team would be cool: "Good luck". "Watch out for gunboats". "We saw a Great White out there earlier..." Whatever you like.

3. Put a few grenades on the town patrols for us to scavenge. When the SHTF later, we then have a chance at taking out an MRAP. Some explosives might be good to help cover our escape.

4. Give the officer a pistol so he can defend himself. He just runs away.

5. Dialog when you enter the room. "Gotcha!"

6. Randomize position of target, to make the mission more replayable. Maybe you did, but my first save preserved the position, not sure.

7. No guards reacted to the sea mine detonation. Seems like a few patrols should head to the beach when that happens, or a nearby boat might come into the marina. They look around a bit, then give up if they don't detect the player.

8. Allow respawn to group. I know all the hardcore guys hate respawn, but to me respawn to group is legit in coop, as the mission would not truly end because one guy gets popped right? It makes it more playable for solo or 2 person coop. Of course that is up to you the mission designer!

Anyway, nice work! I look forward to trying this again with my coop buddy (I played alone on this run through).

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Hey Wisp, i enjoy your mission! I usually don't like night missions, but this one is cool. I dig the heli insertion, the sub infiltration and mined harbor -- great idea! (i did blow a mine, but we survived it), and sneaking around town. I haven't completed it yet, but have discovered no flaws. Here's a few friendly suggestions:

1. Add voices. It can really add to immersion and make the mission more alive.

2. Add a few friendlies at the beach where the equipment and sub is. It doesn't make sense that all the gear there is unguarded with a camp fire. A little dialogue from this support team would be cool: "Good luck". "Watch out for gunboats". "We saw a Great White out there earlier..." Whatever you like.

3. Put a few grenades on the town patrols for us to scavenge. When the SHTF later, we then have a chance at taking out an MRAP. Some explosives might be good to help cover our escape.

4. Give the officer a pistol so he can defend himself. He just runs away.

5. Dialog when you enter the room. "Gotcha!"

6. Randomize position of target, to make the mission more replayable. Maybe you did, but my first save preserved the position, not sure.

7. No guards reacted to the sea mine detonation. Seems like a few patrols should head to the beach when that happens, or a nearby boat might come into the marina. They look around a bit, then give up if they don't detect the player.

8. Allow respawn to group. I know all the hardcore guys hate respawn, but to me respawn to group is legit in coop, as the mission would not truly end because one guy gets popped right? It makes it more playable for solo or 2 person coop. Of course that is up to you the mission designer!

Anyway, nice work! I look forward to trying this again with my coop buddy (I played alone on this run through).

This is excellent feedback, thank you.

I will definitely add friendlies at the beach in the next patch. That's a good idea.

I suppose I could add some radio dialogue, but I don't know how to attach voice to it.

I'll look into randomizing the officer's location. It would certainly make the mission more fun for me, since I know where to go every time.

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Hi Wisp. Did another run-through last night, and had another idea that is super easy to implement. During the chopper ride you can put in a series of TitleText commands giving you a movie beginning title sequence effect. You simply put triggers in path of chopper and space them out, so first one shows mission title, second one shows "by Wisp Studios", third one shows date/time of mission, etc. Still enjoying the mission.

Another point, after killing officer, the next task refers to "return to rendezvous point". I am not clear where that is. I guess it means where we picked up the sub, but not 100% sure. Making "rendezvous point" a link to a map marker would clear that up.

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UPDATE

- Changed story background significantly. The town's patrols are now AAF instead of NATO. Your target is now a government official, not a military officer.

- The target now spawns in a random location to increase replayability.

- Added establishing shot.

- Added lights in some houses.

- Added new friendly CSAT characters.

- Added some radio dialogue.

- Revamped mission markers.

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UPDATE

- Mines are now underwater and don't float on the surface.

- Changed helicopter flyin height.

- Removed collision lights from helicopter.

- Small cosmetic changes to mission start area.

KNOWN ISSUES

- It's currently impossible to remove NV Goggles from units, making this mission much more difficult than it is meant to be.

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UPDATE

- Resolved issue with night vision goggles on enemy units.

- Added chemlights to Forward Operating Base.

The night vision fix is long overdue, but it significantly improves this mission.

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HUGE UPDATE!!

- Brand new tasks that work!

- New mission briefing

- Redone mission markers

- Added ORBAT groups

- QRF now activates when you are detected, making stealth paramount

- Replaced Strider with AH-9 that flys overhead

- Made target look more like government official

- Shortened helicopter intro

- Tweaked mission radio dialogue

- Removed/added some different music

- Added fail mission state for team killing friendly AI

- Fixed NV issue

This is my least played mission on the Steam Workshop, and that has to change. Get a group of buddies together and assassinate that HVT.

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