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b1sh0p

Assassin MP game

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I was thinking about a new kind of MP game, and I was wondering if anything like this has been done before.

It would be similar in some respects to Psycho Slayer, in that there are the "good guys" (cops, or bodyguards) and the "bad guy" (in this case, the assasin).

The idea is to have 2 sides. 1 side has a VIP, which could either be an AI or a playable character, and his body guards. The goal of this side is to bring their VIP to several checkpoints in several different towns within a given time limit. The bodyguard team gains points for completing checkpoints in fast time, and lose points for civilian casualties.

The second side is the assassin(s). It's their job, through any means necessary, to kill the VIP. They get the most points for killing only the VIP (the most efficient means possible), with points subtracted for having to dispatch bodyguards, and more points subtracted for civilian casualties. The assassin would have the ability to conceal his weapons, so he can walk through the city posing as an AI civilian until he is ready to strike.

Some rules would need to be put in place, such as no satchels within a certain distance of the checkpoints, etc.

Has anything like this been done, or is there even any interest in such a mission? Personally I think it would be quite fun. But since it's a multiplayer mission, doesn't much matter what I think, it matters what the community thinks.

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It sounds fun, but I have a question, will the VIP be traveling in a vehicle, I assume he will?

May I suggest a couple things?

1. You should consider to make the VIP's vehicle armored: HMMWV or BRDM

2. You should consider to make decoy vehicles traveling with the VIP so the enemy will not know which vehicle the VIP is in.

3. You should consider making the checkpoints random so the assassins cannot memorize the path the VIP takes, and it would make for better mission replayability.

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The way I had planned it, the checkpoints would be known to the Assasins.   The route that the bodyguards use to get to the checkpoints is entirely up to the player bodyguards however.  

The checkpoints themselves would be inside of buildings.   The VIP needs to stay inside the building for X amount of time, after which the checkpoint is completed, and they can move on to the next checkpoint.  

No satchel charges or bombs would be allowed within killing distance of the building, cause that would be too easy for the assassin.     The roads leading to the checkpoint are fair game though.  

The bodyguards will have several vehicles at their disposal, so they can run an entire convoy to the checkpoint, or send vehicles as decoys as well.  

Still don't know if I want the VIP to be an AI, or a playable character.   The VIP himself will not have any weapons, he's a dignitary.   So playing the VIP might not be all that fun.  

I'm toying around with the idea of letting the Assasin respawn at any of the towns where the checkpoints are at any time.   A little unrealistic, but I can think of no other way to keep the Assassin ahead of the bodyguard force.   Otherwise the Assasin might find himself trailing behind the bodyguards with no way to catch them in time to finish his assasination.  

The checkpoints should be able to be completed in any order the bodyguards see fit. The Assassins will recieve information on the whereabouts of the VIP when he gets close enough to his objective however. This is to simulate intel gathered from the Assassins NPC informers.

Still in the planning stages anyway.   Open to any suggestions.

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I had a mission similar to this that I made for OFP. One team had a VIP they needed to escort through a certain area while the other team tried to kill the VIP. It could be pretty fun when both sides were engaged. And the VIP was a commander or something so he did have guns. After a successful run, or if the VIP died, all players were reset to spawns and a new round started.

Yours sounds definitely more covert and a lot of fun if you're the type who likes to lay traps, etc. You might have to make the VIP a player, though, cause the AI would be stupid in situations and be easy pickings for a player.

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THIS SOUNDS GREAT!

But consider this:

Let the assassins put satchels wherever they want, BUT equip each bodyguard with a "bomb detector" - just a script which will detect any placed satchel within radius of 3 meters or so.

It's up to the bodyguards only, whether they send one of them to sweep the building before bringing in the VIP, or whether they rush it and risk that there is a bomb inside the building and an evil assassin crouching behind nearest tree with a remote detonator ready in his hand..

Of course the bodyguard units would have the option to disarm the satchel, like a specop unit can disarm it.

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Gez that sounds like the perfect mission for us!! (22SAS) smile_o.gif

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We'll be playing an assassin mission today (SOFORnight#2) where OPFOR (civilians - armed) will have an assassination to carry out, while Sahrani Ministry of Defense has to land at the football yard and then visit 3 locations with limo, of course to talk to civilians smile_o.gif Bodyguards and Recon teams of SOFOR(BLUFOR) will have to protect him. All units will be played by humans.

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Sounds very funny, go for it.

But I doubt you will be able to implement the 'weapon hide' feature. It was easy in OFP but seems to be impossible in ArmA.

Please let us know when you managed it tho.

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Sounds very funny, go for it.

But I doubt you will be able to implement the 'weapon hide' feature. It was easy in OFP but seems to be impossible in ArmA.

Please let us know when you managed it tho.

You only have to add a private action that remembers your weapon load in variables and then removes the weapon.

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Quote[/b] ]

You only have to add a private action that remembers your weapon load in variables and then removes the weapon.

Yeah, that's what I was thinking. It would effectively remove your weapons, and then you have an action that will bring them back again.

Good idea with the bodyguards being able to detect bombs too.

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sounds like a fun mission, good idea with the bomb detectors if it can be done too. smile_o.gif

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