Asset Extraction: Help an asset (PC) get to the extraction point.
Variant Defector: help a (possible) defector get to the extraction point.
Gameplay loop
Asset Extraction
Start in ready room and prepare for mission
One player selects the "Asset (0/1)" insertion point
All other players select the regular insertion point
Ready up and spawn at selected insertion points
The Asset player will spawn in pre-placed random location and needs to survive
Extract entire team via extraction point
OPS board example:
Defector
Same mission, different Lua script. Instead of an Asset there is a (possible) Defector.
Start in ready room and prepare for mission
One player selects the "Defector (0/1)" insertion point
All other players select the regular insertion point
Ready up and spawn at selected insertion points
The Defector player will spawn in pre-placed random locations.
A random number generator determines whether the defector is genuine or fake.
The Defector is informed about his state (genuine vs. fake) via world prompt while the rest of the team needs to guess.
If the Defector is genuine the round plays like regular Asset Extraction
If the Defector is fake the OPFOR bots will be not be hostile to him. His goal will be to eliminate the team.
The team can win by either:
Eliminating him and extracting the whole team
Moving him and the whole team to the extraction point
Additional notes
Asset Extraction and Defector will use almost identical mission files (only different scripts).
Additional variant: Asset Extraction (Semi-Permissive). See #26
Additional variant: Defector (Semi-Permissive). See #26
Elevator pitch
Asset Extraction: Help an asset (PC) get to the extraction point.
Variant Defector: help a (possible) defector get to the extraction point.
Gameplay loop
Asset Extraction
OPS board example:
Defector
Same mission, different Lua script. Instead of an Asset there is a (possible) Defector.
Additional notes
Asset Extraction and Defector will use almost identical mission files (only different scripts).
Implementation notes
I'm working on these modes on my experimental tree at https://github.com/Bob-AT/ground-branch-game-modes/tree/experimental.
The current prototype is based on Terrorist Hunt but I'm planning to migrate to