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The_Captain

Seal team - vietnam era mission, similar x-com/jag

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I'm working along a mission using the SEB Nam pack, which plays similar to X-Com or Jagged Alliance 2. (Thank you resistance dialogs! Custom GUI's WHOOO!wink.gif

It's seton the Ia Trang island.

As the leader of a SEAL team, you build little firebases, command *up to* 12 seals (you'll need to rise in the ranks to command the full platoon), call in air strikes, support teams, etc, and participate in large missions. Your superiors run inteligence and objective based operations, giving you missions absed on the information you discover. If you find out information, from prisoners, or by stumbling on it during a mission, or from generating your own custom recon mission, command generates one for you to go on, and you choose which ones to accept. However, inteligence degrades with age, and your intel is only as good as what you discover, though there are occasional day old intel flyovers...

It centers around a mythical island in the mekong (Ia Trang... I know that wasn't in the mekong, deal with it), which was taken by the VC after the marines failed to establish a beachhead, and you have to go in there and liberate it with minimal civilian casualties. Since seals used funding, I'm thinking on a combined weekly funding/command rating to allow the player to buy/request new stuff, which is periodically shipped to the airstrip. Of course, you have to retake the airstrip straight off... =)

Villages are full of civilians, and you can train local militias to fight off the VC. Napalming civvie/vc filled cities is a bad idea.

Takes at least half a day of accelerated game time (likely 1 second game = 1 min real life) to request replacements, equipment, etc.

When you piss off your superiors, your funding starts to dry up. The more 'bullet points' that you accomplish a day/week/night, the higher your funding for your time period. If you capture/interrogate officers, destroy arms caches, and wreck supply lines, that weighs in a lot more than just slaughtering vc. It's a bad thing if the VC retake/harass towns, and if you lose your airbase, you're cut off. Secondary firebases save you if you lose a main base. The main goal is to force the VC off the island, or cripple them to a point that the marines can come in and save the day. It's set in south vietnam, so I'm not using the NVA. The riverine regions of south vietnam were feared by us forces, with lots of swamps, heavy underbrush, and wraith-like VC that would harass and wound the hell out of them until they ran. That's what the seals were for, and that's what this addon is about.

You'll 'unlock' weapons and equipment as they become available, I'm accelerating the nam timeline, of course, to make the early equipment only available at the beginning, and the later war toys available towards the end, even though total game time may only be 2-3 months.

I wanted a mission along the lines of seal team, EA, 1993, but now that I finally figured out how to use dialogs, sky's the limit...

Hopefully it'll be completed by the time Nam pak 2 is released, which means all I'll have left to do is add in the new units; sampans, machine guns, etc.

I'm debating whether to let the player control whoever the lead seal is on any operation, or that his character has to be part of the operation to take part in it... for gameplay's sake, the 'take control of any op' seems like it would work best...

Sound interesting? The dialogs make this all easy as pie to use. Strategy wargaming, in ofp! =)

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Sounds like a bonified mission to me. Are you sure all this is actually possible?

If so ill gladly BETA test for you.

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