Mission timers should have some sort of in game logic tied to them.
Examples for the current missions.
Apartment Rescue: The IEDs will go off at such and such time. If you disarm them all, the timer is disabled but the mission is basically over at that point anyway.
Storm the Compound: The large wave of attackers shows up after x number of minutes regardless if the flag is pulled and overwhelms the team if they aren't in the compound.
Weapon Cache Hunt: The enemies could set off a flair upon first contact that would start a timer for reinforcement. If you don't make it in time the team will be overwhelmed with insurgents.
In lore mission timers.
- AmperCamper
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Re: In lore mission timers.
This is good feedback. Thanks, Kage. Does anyone else have thoughts on this?
/moved to Suggestions & Feedback.
/moved to Suggestions & Feedback.
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Re: In lore mission timers.
I agree with this. Currently it seems there is a timer but for no reason. I think what the OP is asking to put a meaning behind the timer besides mission failed. Apartment building one could be as simple as the one of the Marines that you rescue on the roof bleeds out from GSWs.
- Nomad
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Re: In lore mission timers.
Brilliant suggestion. Definitely adds to the mood of things, and having a "last stand" of sorts just adds to the visceral experience of the title.