Yeah, thats could... eeee... must be good. "Eldest Son" is one of the SOG projects. For me both "standard" seals and this attached to SOG perform dangerus missions.
But, Black Operative, you talk that player is new in SOG. If he will advance in ranks and what type of mission will be doing???
I still haven't read "The element of surprise" by David Young (covering Navy SEALs in Vietnam).
But I didn't intend to say SEAL missions in Vietnam weren't just as dangerous as SOG's missions. And I haven't read anything about Eldest Son in "SOG" yet. What was it about?
I have the following types of mission in mind:
1. Reconnaissance
Finding supply caches and/or bases including the objective not to get spotted (otherwise the enemy will be alert and reinforce the guarding forces at the base so a US follow-on attack is made impossible- or something like that. Anyway, the mission is failed)
2. Sabotage
The typical thing, assault enemy location, blow up important things there
3. Pilot rescues
Now THIS is my speciality.
I have lots of ideas on what could happen to the player's SOG team.
Also, having more than one Pilot rescue in the campaign would not be unrealistic as there were MANY helicopters and fighter aircraft shot down over Vietnam.
4. Some special missions within the main stream:
4.1) The player's team got spotted on the last mission, fled at first but is now encircled by the enemy or trapped by natural obstacles like a river or something. They must defend their current position against a numerically superior (you as a Vietnam books reader know what "numerically superior" means!
) enemy.
4.2) The player's whole team got killed or captured during a firefight in the last mission. The player's radio doesn't work as he is in some valley (this was really problem), so he has to get onto some hill to call for an evac bird. Of course the terrain between him and the hill is crawling with NVA searching for him.
The things mentioned under this point would be implemented best in the beginning of the campaign --> when the player is still a team member and not leading one itself. His first mission as team leader is the raid of a POW camp (and the rescue of his captured team mates), where he discovers that they both have been executed in the POW camp. So for the next mission he becomes team leader, getting a new assistant team leader and a new radio operator under his command, plus of course about five local mercenaries (you heard of the "Nungs" or Montagnards"?).
5. Body recovering
A sad part of SOGs missions. Sometimes after an RT had been bumped by enemies and taken casualties in a firefight, SOG went out on helicopters some time after the battle and tried to find and recover the bodies of their dead team members if they were not able to do this during the battle.
6. MIA searching
Let's say contact to an LRRP team got lost. An SOG team is sent in to find them. The player is only given the LRRP's last reported location and direction where they were supposed to be headed. We could make some mission out of this, couldn't we?
SOGs often captured enemy soldiers, and most times they did that it was not their mission objective to do it. So to depict this realistically- and also to give this campaign a small, just a small, "unique touch"- you could try writing a script that covers this. This is possible with every single enemy soldier on the map (can certainly be done).
I have an action in mind that pops up in the action menu if you get within a certain range of an enemy soldier (living of course). When the player uses the action, the player soldier shouts "Drop your weapon" or "Freeze" or something like that. It is randomly decided if the enemy soldier gives up or aims at the player instead. If he gives up, he does an animation like hands above his head until the player is REAL close to him (about 1-2 meters). Then another action pops up that says something like "Capture POW". On activating this action, the captured soldier joins the player group or just follows the player group, using the trick General Barron also used for his "Custom Formations Script".
You could also think of making the AI SOGs able to take prisoners like this, but setting up something like this in a script is way beyond the limits of my brain and maybe also beyond the limits of OFP.
Man, this should be in "Scripting: Ideas" by now...