In lore mission timers.
Posted: Mon Jun 26, 2023 10:52 pm
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.
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.