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Jul 18th, 2019
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  1. concept:
  2.  
  3. hostile city on lockdown. (probably zargabad)
  4.  
  5. entrances to the city are heavily guarded, but passable by vics.
  6.  
  7. in the city is a HVT.
  8.  
  9. objective: kill HVT, ID corpse, extract to start.
  10.  
  11.  
  12. there are 6 special players:
  13.  
  14. 1 blufor spy
  15.  
  16. 4 opfor lookouts
  17.  
  18. 1 opfor bodyguard
  19.  
  20. this is NOT PVP
  21.  
  22.  
  23. the lookouts: can post themselves anywhere in or around the city, they can patrol streets, they can stand on rooftops,
  24. but they are not allowed to obstruct traffic or mess with civvies.
  25. the lookouts have laser designators with which they each have 1 try to designate a vehicle with players inside.
  26. if they do so they'll call zeus who will confirm if the designated vehicle is hostile, or tell them if it isn't.
  27.  
  28. if they correctly identify the vehicle, see Alarm section. if they don't, they are to drop their laser designator.
  29. if all four lookouts fail, the alarm will not be raised until the first shots are fired or players enter the area around the
  30. HVT.
  31.  
  32. the lookouts all have a military vehicle filled with an AI squad under their control,
  33. which can exit their vehicle and be directed to the players after the alarm has been raised.
  34.  
  35. the spy: the spy has under his control 9 AI drivers, each of whom drive a vehicle to be filled with other AI civilians.
  36. the purpose of these are to try and fool the lookouts into thinking they are players.
  37.  
  38. the bodyguard: after the alarm has been raised, the body guard is allowed to leave his HQ nearby and drive his vehicle to the HVT.
  39. there he can attach to the HVT, have him enter the vehicle, and drive him to the safe zone outside the city.
  40.  
  41. note that as this is not meant to be a PVP mission, so neither the lookouts or the body guard will be armed.
  42. however, they are allowed to carry weapons with blank ammunition to fool players with.
  43. their primary means of self defense is the AI infantry they control, and by trying to look like other AI.
  44.  
  45.  
  46.  
  47. Alarm: before the alarm is raised, the players are put in the civilian faction, meaning enemy AI will not interact with them.
  48. when the alarm is raised, all players are changed back to blufor, and they'll have to fight their way to the HVT.
  49. this will be considerably easier from inside the city instead of from the outside.
  50. the players win the scenario when the body of the HVT is at the start position,
  51. and the spy is there as well with an object taken from the HVT's inventory.
  52.  
  53.  
  54. assets:
  55.  
  56. a car park full of civvie vehicles.
  57.  
  58. 9x undercover AI (armed in civvie clothing) under the command of the spy.
  59.  
  60. 9 x group of 8 random civvies, to be put by zeus in any vehicle requested by the spy
  61.  
  62. 2x AR-2 Darter drones, to be controlled by whoever platoon commands wishes.
  63.  
  64. 1x prophet team
  65.  
  66. (if the lookouts spot either the drones or the prophet team the can raise the alarm)
  67.  
  68.  
  69.  
  70. notes:
  71.  
  72. the HVT has an item in their inventory, but only the spy is allowed to take it. meaning that the spy needs to be at the HVT's corpse before it's bagged.
  73.  
  74. note: all civvies and civvie vehicles in the scenario will be chosen from the same list, most likely the 3cb takistani civvie list
  75.  
  76. the outside of the city are guarded by armour, however armoured vehicles will NOT drive into the city itself,
  77. meaning sneaking in is more likely to work than a direct assault.
  78.  
  79. city is filled with civvies and civvie vics driving around for player to hide among.
  80.  
  81. blufor win condition: enemy HVT dead, in bag, at start, with spy, with secret item.
  82.  
  83. opfor win condition: HVT alive, at safe zone.
  84.  
  85. civvie win condition: stay alive, have shoarma.
  86.  
  87. any other ending: tie.
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