Hehe, that one's already mostly finished. I got distracted by yet another project, specifically I'm developing a script that will have AI observers "call in" CoC UA strikes as realistically as possible. But with your encouragement I'll have to bump this project up on my priorities.
EDIT:
So I'm planning how I'll revise this mission. The two main complaints are (a) lag/performance (to the point of crashing) and (b) excessive difficulty. These complaints, especially (a), apply to the multiplayer version as well.
Lag/PerformanceThe multiplayer version also has a habit of desyncing or even crashing the server (and many of the clients). My guess is that the client-side lag produced by too many objects is compounded by the need to synchronize the actions of those objects. This puts such a strain on people's computers, including the server, that stuff crashes. My theory is supported by the fact that the last major MP crash occurred exactly as a BMP exploded, throwing laggy particles everywhere.
The obvious way to remedy this is to reduce the number of objects. Moving armored vehicles and choppers are obvious culprits, but I'm getting a noticeable framerate decrease just from looking at the town of Larche. Perhaps all the sandbags and tents are lagging? I will have to investigate this further.
I really really do not want to completely remove or replace the WGL choppers. They're just...
cool. I may simply reduce their number to one, or ensure that not much else is happening when they (it) takes off. I still don't understand how the mission could be at least playable (in SP mode) on my inferior computer while it crashes SBG's more powerful computer.
I plan to introduce a createunit script to ensure that as few objects as possible are out there at any given point. This ties in with....
DifficultyI've decided that I want a more accurate simulation of hit-and-run guerrilla warfare. You see, one of the things that annoyed me about the BIS Resistance campaign was the fact that by the end, the "resistance" was launching full-frontal tank assaults against a superpower enemy. That's really not how it works in a real guerrilla war.
I plan to increase the gap between enemy counter-assaults, giving the player more room to retreat (or plan a very careful ambush). Also, to add replayability, I'm considering randomizing the content of each "wave." I may also add more endings. Players feel punished by the civilian massacre ending, even though staying in the town is often suicide.
I may even move the battle site from Larche to somewhere further from the airfield. (La Riviere seems appealing for some reason). Of course, by the time I do that, I'm essentially building a different mission. But even if I choose this route, the feedback from all of you has not been in vain, for my mission editing skills have profited greatly.
Any more suggestions on how I could further revise this mission?