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Appreciate the clarified briefing, and the user action at the OP for the transition.
But having now played the mission start to finish, I think there’s a design element that perhaps needs to be changed.
But after freeing the prisoner, I am told to wait. Except of course that I have the MRAP parked nearby. So I drove it back to base. And met 0 (zero?!) enemies. Ordered the prisoner to stand in briefing room, but the mission did not end.
I understand that Arma lets you do this, but it is very difficult to place or script enemies on the entire island (with good performance and challenge). The driving parts create dead “space” and dead “time” within the scenario.
Many options here. Use cutscenes? Split up the mission into several smaller ones? Minefields? Twenty triggers that spawn enemies with “seek and destroy” waypoints? I don’t have a simple suggestion.
I had fun. Happy missionmaking!
Overall this mission has presentation, interactivity, variety, scale, suspense, and teamplay(!). But it als has bugs and a lack of clarity which may frustrate players.
Comments are short, so just the bugs for now:
1) After the briefing was over, a scripting error for a marker popped up on my screen. I have a screenshot
2)The radio blackhack transport is only for return, apparently. This is not explained. Also, it will automatically RTB when the player is inside, leaving the AI teammates.
3)There was apparently a repeating trigger for a Geiger counter sound effect at OP California which confused the heck out of me.
4)The briefing and the triggered dialogue emphasizes that after reaching an OP you need to report to HQ. But you have to read and check all the briefing texts to find the callsign ( 0-0-1 ), then Google how the callsign system works in Arma 3, then find the keybindings in the game options. In other words, I had to stop playing and start *troubleshooting* your mission in order to continue. Totally stopped the fun for me, and after triggering the "2 hours later" while standing in the wrong part of the map, I simply quit.
Most bugs can be fixed with an hour or two in the editor. Concerning the "callsign"; I would either very clearly communicate to players how it works using the (Advanced) Hints system, or simplify it by either giving the team leader a User (Hold) Action or have the trigger automatically execute by timer.
I hope you find the time and motivation to streamline this. Well made narrative COOP(!) missions are the most difficult to make.