Mission 3 -"the Base"
Posted: Fri Feb 02, 2007 17:56
General
I think the best way to deal with a gametype like this, is to combine Action-packed Doom style, with Hitman and SplinterCell-like objectives.
I dunno how about you guys, but I feel like doing lots of dialogs to keep the story going, and an additional objective or two you need to buy before the mission. These are my propositions so far:
Objectives
(obligatory) Manhunt: Wildweasel specified that you should be paid for every 904th footman you eliminate (at least that's how I understand it). I would decrease the amount of cash per head to 100-150 of the currency, so the optional objectives would be more lucrative.
The 904th infantry themselves should be heavily armoured, heavy armed guys, like Warhammer 40k Space Marines... but perhaps there should be a unique 904th officer, or a chaplain, or just somebody unique who can be eliminated for an extra fee, so:
(optional) Insanity: 904th division's commanding officer Chaplain Darius Fox was reported to have gone insane, after the overwhelming casualties "904" suffered in the last battle. Chances are he's not garrisoned neither patrolling the area with the reast of the team, but he definitely is somewhere there.
Take him out for additional 1000-1200 cold cash.
(optional) Smuggler's deal: Before the mission you can buy information from a smuggler, who was forced to jettison his cargo while flying over the base. You'll be able to find a crashed crate anyway, but only with the smuggler's information you'll open it. I'm not sure if there should be something worth selling (but otherwise useless), thus giving you more funds when the mission ends; or some stuff to use (advanced weapons perhaps).
(optional) Rolling Some Armour: There are two old tanks held in base hangars, that haven't been used for years. They're still a tasty bit for <organization name> Rebels. See if you can clear the hangars out, and get the armour running. Rebels will handle it from from there.
You'll be awarded 250 for each tank on-line.
I think the best way to deal with a gametype like this, is to combine Action-packed Doom style, with Hitman and SplinterCell-like objectives.
I dunno how about you guys, but I feel like doing lots of dialogs to keep the story going, and an additional objective or two you need to buy before the mission. These are my propositions so far:
Objectives
(obligatory) Manhunt: Wildweasel specified that you should be paid for every 904th footman you eliminate (at least that's how I understand it). I would decrease the amount of cash per head to 100-150 of the currency, so the optional objectives would be more lucrative.
The 904th infantry themselves should be heavily armoured, heavy armed guys, like Warhammer 40k Space Marines... but perhaps there should be a unique 904th officer, or a chaplain, or just somebody unique who can be eliminated for an extra fee, so:
(optional) Insanity: 904th division's commanding officer Chaplain Darius Fox was reported to have gone insane, after the overwhelming casualties "904" suffered in the last battle. Chances are he's not garrisoned neither patrolling the area with the reast of the team, but he definitely is somewhere there.
Take him out for additional 1000-1200 cold cash.
(optional) Smuggler's deal: Before the mission you can buy information from a smuggler, who was forced to jettison his cargo while flying over the base. You'll be able to find a crashed crate anyway, but only with the smuggler's information you'll open it. I'm not sure if there should be something worth selling (but otherwise useless), thus giving you more funds when the mission ends; or some stuff to use (advanced weapons perhaps).
(optional) Rolling Some Armour: There are two old tanks held in base hangars, that haven't been used for years. They're still a tasty bit for <organization name> Rebels. See if you can clear the hangars out, and get the armour running. Rebels will handle it from from there.
You'll be awarded 250 for each tank on-line.