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Great work on designing a mission that kept us engaged! We had a blast tackling those factories and clearing out the airbase. However, we hit a snag with one factory missing, which prevented us from completing the mission. To amp up the action, how about adding a total of five factories for us to take down? They're a blast to engage with, but keeping the minimum requirement at three would still provide a challenge without breaking the mission. As for the long trek to the FOB, while the enemies along the way added some excitement, the distance felt a bit excessive for helicopter travel. Perhaps consider making that leg of the journey optional or integrating a secret FOB closer to the last city to maintain momentum. Keep up the great work, and we look forward to tackling more missions!
1st set of random planes have a 5 percent chance of spawning (unchanged)
2nd set of planes that protect the airport when it’s attacked went from 25% to 10%
And Radar Guided has been changed to heat seeker on all but one of each wave. One plane on each wave will still have 2 Radar guided.
That should help with the balance a bit. But If it’s too easy now I can tweak some more parameters
• Mission 3 Operation Interdiction II [BETA] Released
• Mission 1 bug fixes
• Mission 1 balance tweaks
• Mission 1 side mission spawn rate adjustments
Mission One -
• AI is no longer stationary.
[Manpads can walk!]
• First pass on more advanced AI actions ( ai battles, air strikes, etc.)
• Mission / Enemy spawn changes
• Chance of enemy fighter jets
• POI tweaks
• Balance changes
I highly anticipate your 3rd mission and hope you create some more missions in the future.