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Time acceleration should be the same on all maps. I guess I can add a parameter for that too!
I have added a 750 and 1000 option on starting manpower.
The save feature was actually there, but I removed it when creating a dedicated server. I can easily put it back in.
I updated the "How to play" a littlebit
If you put Ai teammates inside the transport, then send them back to HQ they will be deleted but without any manpower penalty. This is useful if you have injured teammates and dont want them to get killed, thus getting lower manpower.
There is a function adjusting the loss of manpower based on number of players. Its seems like it needs some rebalancing. I will do that later today and then update the scenarios. (also have some minor bugs id like to fix)
Maybe the most simpel thing could be, reduce a bit the punishment if a player dies (also with vehicule) and/or that its possible to increase the manpower op to 1000 or more, if the goal is to have a longer fight/scenario in this game mod. I guess if it is possible to increase the manpower up to 1000 or more, than the Human players have a little bit more time to reorganize because it gives more time to react :)
Yesterday we were 4 Human players by the NATO against AI, and a very short time after the start we lost allready 100 Menpower, without realy get Killed or losing vehicules by Human players. Than the time gets realy short to reorganize the Manpower and still fightingt the enemy.
Also, you do know you can use the transport feature to send manpower back to base? Its really helpful to avoid spending to much time on logistics.
I will add how this works into the briefing, and I am open to suggestions, but balancing this can be tought