Elevator pitchKill Confirmed with non-combatants in the AO.
Gameplay loop
Start in ready room and prepare for mission
Ready up and spawn at selected insertion points
Search for the HVTs
Eliminate HVTs
Confirm elimination of HVT
Extract entire team via extraction point
Additional notes
There will be an additional secondary objective "Avoid collateral damage", a single BLUE-on-GREEN incident fails the objective.
There will be a -250 point penalty for each BLUE-on-GREEN incident
If a certain threshold is meet (e.g: 3 incidents) the round moves into a soft failed state (announced via message). The team might still be able to extract but the round will count as failed.
The basic idea is to use OOP-inheritance from the KillConfirmed Singleton object to implement
the new game mode. I'm making various changes that I'll split into smaller 'cherry-picks' once the code
is stable.
Elevator pitch Kill Confirmed with non-combatants in the AO.
Gameplay loop
Additional notes
Teaser video: https://www.youtube.com/watch?v=6fEZ6RI3868
Implementation notes
I'm working on this mode on my experimental tree at https://github.com/Bob-AT/ground-branch-game-modes/tree/experimental.
The basic idea is to use OOP-inheritance from the KillConfirmed Singleton object to implement the new game mode. I'm making various changes that I'll split into smaller 'cherry-picks' once the code is stable.