Funny you should mention this topic . . . ;D
I am currently working on a number of scripts that will do just that. See my posts in the Beta Scripts forum.
The most involved mission that I am working on will use a time dilation script to make each game day pass in about 20 real minutes. Each morning at 0600 each enemy group will decide whether or not to hunt rebels (ie - YOU) or return to camp. Enemy groups already in camp may choose to stay there or go hunting. The ratio of hunting groups to camping groups will start low, but go up as time passes and as you wipe out the enemy until eventually they will all be out gunning for your hide (and the bounty, presumably !).
Your player's position will be recorded by use of two variables - Last Known Position (LNP) and Info Age (IA). Your LNP will update every time any group spots you (ie - their "knowsAbout" rating for your unit goes above a certain level), while the IA rating wil go up every 20 seconds or so. Of course every time you are spotted the IA will go back to zero.
Enemy groups that are on the hunt will have their "Search and Destroy" waypoint moved to some place within a certain radius of your LNP. This radius will of course go up as the IA goes up until it reaches a certain size (say 2 km), then the unit will go a random search pattern until you are spotted again. (ie - the IA goes back to zero again)
I will combine this mechanism with my Group Morale script and a Group Respawn script script so that the hunting enemy will seek towards the target waypoint unless their casualties are too high, in which case they will move away from the nearest enemy. Of course, with respawn, after a while they'll be back sniffing blood and looking for you again . . . :gunman: :noo:
So, if all goes according to plan the mission should go something like this -
Player runs for the hills and tries to find the weapons caches that I've cunningly placed in each village (with a generous radius of uncertainty), while also trying to recruit allies via a "Recruit" addAction that ony works inside villages.
Meanwhile, the nasty Reds will be scouring the area and if they pick up the player's position will home in on him. Once enough guys start spotting him (or if they take too many casualties) they will call in their buds while they retreat to a safe distance to recover. Pretty soon you'll have to head for the hills and try to lose the wolfpack while you plot your route to the NEXT village (and more weapons and recruits).
I haven't quite decided the ending yet. I was going to have the mission last until all the baddies were killed, but since I have lots of addons I am thinking about setting up (say) five powerplants, HQ's etc and have the mission end once the player has blown up all five targets.
Of course, can you guess where the camping units will tend to gather ? ! ;D
:gunman:
The scripts are probably only a few days off but the mission might not be ready for at least two weeks. I will post it to the forum when its ready to be tested.
Cheers !
Roni