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If it is developed further, I would like to see an medical ward, a fast travel function (just to return to base if the vehicle fails) and a model selection to be able to test other vehicles.
Here is a good demo, hope this could help u to make a better field of fire set up.(more complex and fit to doctrine oblique fire, mutually supported battle position etc)
I think the command/waypoint for ai/turret sector control issue is more important, especially for armor engagement, I has been worry me since 2014 lol because I always want to plan up fire sector in my disposition for ai defender, but it seems that many mission creator prefer to using script to figure it out(tank DLC and GM DLC mission, also some 3rd party mission in Workshop), and I don't know about scripting, sad.
Glad you enjoyed my mission! Thank you for your feedback.
The mission is currently set up so that a variable amount of tanks will spawn at the beginning. At a minimum, 10 will spawn. At a maximum, 19. The mission will end itself when all of the spawned tanks are destroyed. Some may find you before you find them.
I considered having more, but the thought that 20 enemy tanks (T-100s no less) would spawn in an 5x5 km area is slim, and I wanted players to have some freedom without the feeling of being 'boxed in'. This is not a test of 'how many kills' but rather a test of tactical assessments, after all.
I'm still a very new scenario creator, so I'm learning more coding along the way.