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They become easier with more people since you don't have to rely on the AI, and more people can coordinate more complex manuvors, like flanking effectivly.
AS2 has a variety of missions though, and loads of custom maps, too!
I've done the first american one a couple of times and you're right, it is a nice change of pace. I shall have to give them another try to break it up!
Not all missions are capture the flag as I stated above. Further developing as in depth immersed missions as in mow requires more development, thats something that hopefully 1c will decide to do if MoW2 ever happens. AS2 has variety of missions and they are all also designed with coop in mind.
Please remember that behind the scenes there is a alert level which every time enemy soldiers see more of you or more of their soldier dead bodies the alert level actually goes up.... slowly you will encounter enemy reinforcements arrive as result and some of them will actually start running and not just walking, later they may actually send few soldiers to run out of their way to some of your locations. While it may not fully look like enemy seeing dead bodies matters behind the scenes in script it does count. The system in those mission is quite complex and hopefully in future I can build on top of it to deliver a bit more immersed mission.
When you refering about old MoW feeling of missions there is a lot of script flaws in old MoW missions which I work hard to iron out, if you actually play some of them its very easy to beat ai or predict as in most of those MoW missions enemies dont actually randomize patrols or locations as much, and they dont actually react in as many different ways. For example in sniper missions like sevastopol in as2 if you crawl near enemy mg very close and the mg becomes aware that you are near he will actually move out and try to get you vs just staying still in his location.
MoW bugs tend to happen when you deviate from the planned-path, sometimes even breaking the mission cause for example you did not pick up some item when you were supposed to and have to start over.
DJs script is more complex and universal, it can be brought to another fanmade mission or expanded upon with similar straight-forward scripts as in MoW, Which we actually have done with DJ on some of our old mod missions.
AI has set limit on how many units it can have on the map at same time, spawns are time-based, but only happen if theres less than the unit-limit on the map otherwise they just queue until you go under the limit. Some missions it does have infinite spawns like a panther tank every 40 minutes, some it do not.