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-   -   270-Cartel Crackdown (http://forum.shrapnelgames.com/showthread.php?t=42286)

Skirmisher February 14th, 2009 11:56 PM

270-Cartel Crackdown
 
1 Attachment(s)
Here's a new scenario for WinSPMBT.


This battle was designed with small maps less turns in mind.:cool:

Any feedback is welcome. Hopefully it will provide abit of entertainment.

The map 371-Plaza de Noche is included seperate for battles or PBEM's.

Additional Information: This is a single player vs the AI scenario. It is intended that the human player take the Mexican Federal Preventive Police force and combats the Mexican Gulf Cartel AI.

***See my third post below this one to obtain newest version of the scenario.***

zeiss February 15th, 2009 03:08 PM

Re: 270-Cartel Crackdown
 
I tested it and found a short but intense gun battle. I got a decisive victory on turn 15 after losing about half the force. A suggestion is to make the scenario a few turns shorter to force the player to move quicker and take greater risks.

Quote:

Originally Posted by Skirmisher (Post 674505)
Known Issues: Most of the time the drug transport vehicle doesn't show up on the map. It also fails to appear on the end of the game map. Curiously the drug runner occupants of the vehicle show up all the time.

The "drug transport" is an unarmed vehicle and the AI will often try to move them off-map after unloading passengers. That's why you don't see it on the end game map.

Skirmisher February 15th, 2009 03:32 PM

Re: 270-Cartel Crackdown
 
Quote:

Originally Posted by zeiss (Post 674580)
I tested it and found a short but intense gun battle. I got a decisive victory on turn 15 after losing about half the force. A suggestion is to make the scenario a few turns shorter to force the player to move quicker and take greater risks.

Sounds good to me.
Thanks for the playtesting. I am going to post an updated version shortly. I will make the new version 15 turns.

Skirmisher February 15th, 2009 03:36 PM

Re: 270-Cartel Crackdown
 
Quote:

Originally Posted by zeiss (Post 674580)
The "drug transport" is an unarmed vehicle and the AI will often try to move them off-map after unloading passengers. That's why you don't see it on the end game map.

Thanks again, thats good to know. I did actually see it once during testing. I'm going to give it a different start position so the agressive player will have an opportunity to destroy it.:up:

Skirmisher February 15th, 2009 07:38 PM

270-Cartel Crackdown (Version 2)
 
1 Attachment(s)
Changes in version 2:

***reduced amount of turns to 15.
***moved starting position of drug transport vehicle.
***created new waypoints for drug transport vehicle.
***issued Uzi SMG's for drug transport vehicle operaters.

This is the new version. Version 1 has been removed.


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