Arma 3
Not enough ratings
Tanoa: The Great Escape (Apex) (SP/CO6)
   
Award
Favorite
Favorited
Unfavorite
Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Air, Infantry, Vehicles, Water
Scenario Map: Tanoa
DLC: Apex
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
2.265 MB
2 Jul, 2016 @ 6:21pm
4 Jul, 2016 @ 5:00pm
8 Change Notes ( view )

Subscribe to download
Tanoa: The Great Escape (Apex) (SP/CO6)

In 1 collection by Ajax
Tanoa PD
7 items
Description
I am extremely excited to contribute this scenario to the Workshop. Unlike most of my previous projects, I began the Great Escape with a very clear vision of what I wanted, and how to accomplish it, and I would like to thank TheBonBon for his words of encouragement and inspiration.

It is not finished. It is fully playable, with 4 possible endings, randomized content, side-objectives, unpredictable enemies and (hopefully) exciting fights. It is mostly pistol vs pistol, which forces players to either get close to the enemy or take careful aim, and even what longarms are available come without optics or much ammunition.

Tanoa PD will chase you with helicopters, trucks, infantry, and boats. But more terrifying is the other gang you pissed off...

---

Tanoa: The Great Escape.

As a stand-alone sequel to another scenario (The Plane https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715151496), 4 Syndikat members wounded and armed only with PD7s have to escape a ♥♥♥♥♥♥♥♥♥♥♥ of Tanoa PD officers attempting to arrest or kill them (but mostly kill them).

They have 3+ methods of escape (by plane, helicopter, or boat and some options they have to discover), or they can choose to make a final, defiant stand in the remnats of an old fort, going out in a blaze of glory.

The air-based escape methods require basic flying skills, with the helicopter being slightly more difficult only because the airplane has a landing auto pilot. The boat is the easiest to operate but the hardest to access.

The scenario is sprinkled with multiple, hidden, optional objectives like finding weapon caches or rescuing other Syndikats from TPD custody. If someone wished to see all four endings, the scenario could easily provide over an hour of entertainment with randomized patrols.


The scenario starts with the 4 Syndikats scattered around the Saint-George airfield and surrounded. Because of this, it is recommended that you go prone at the start of the scenario so you can get your bearings. In multiplayer it is important to coordinate with your allies and to decide on an escape method during the briefing; if you try to do it during the scenario, you waste time and give TPD the advantage.

There are 2 extra Syndikats who were in the city prior to the emergency plane landing who find themselves in the middle of a police raid at the start of the scenario. It is recommended to fill these slots only when you have more than 4 players.

It is not recommended to attempt the scenario with AI behavior-altering mods active (bcombat, TWPS, vcom ai, asrai3, etc); it is important that TPD stand around doing nothing not just for realism's sake, but because if they are smart enough to investigate gunshots or call for help it significantly improves the chances of things breaking.
14 Comments
Decimus Maximus Meridius 21 Feb, 2017 @ 4:57am 
lagging like shit...
Ajax  [author] 13 Jul, 2016 @ 8:33am 
Step 1. Open Options
Step 2. Turn down music volume

I apologize for what inconvenience it caused for you and your friends, but *you* control the volume of the music, not me. :)
[E12] RocknTroll 13 Jul, 2016 @ 5:12am 
Dear lord the music is way to load couldn't even hear my buddies over TS
Ajax  [author] 9 Jul, 2016 @ 12:53pm 
I'm glad you enjoyed it.

And no one is forcing you to rescue anybody. I mean all they did for you was stash the boat and the fuel truck for your escape...
Unconditional Love 9 Jul, 2016 @ 12:31am 
i liked it took about 20 min to beat has fun story the side quests were not that good i only discovered oneat **** that im not rescuing hostages lol i did pick up police body armor and the ak-47 though
Ajax  [author] 6 Jul, 2016 @ 12:49pm 
Use the medkit in one of the safehouses...

Do you mean the one under the table at the south-west end of town? Only medics (the unit type) can use the full on medkit to heal anyone, and even then they still require a FAK. It's kind of just there for cosmetic reasons, as the only way you can even pick one up is with a backpack, of which there are none in the scenario at this time.

But there is a FAK downstairs where you start in SP and several in various TPD trucks.
hot rocker 6 Jul, 2016 @ 12:39pm 
any way to use the medkit in one of the safehouses? or is that to be added
Ajax  [author] 4 Jul, 2016 @ 4:30pm 
1. Speaking of saving, I actually just updated this with a bunch of auto saves

2. Having multiple, unexplored ("in vain") options means there's more to the scenario, so you can play it twice (or three times, or more) or you and your friends can split up and all try to escape in different ways. I don't mind if people only pursue one ending and never touch it again

3. I just added a 5th escape route (it's a secret) and another side-objective to where getting the boat shouldn't be so easy
Ohalama 4 Jul, 2016 @ 3:42pm 
Well looks like you already have some ideas for the next mission. I dont have any imagination how to create a good scenario, I just like to play good missions.

Maybe make something like this mission, but so that there isnt 70% of the mission in vain. I mean having different options is great, but its kinda wasted work if you take only one.

And on bigger missions you should consider making multiple auto save points. So that if the player doesnt save manually he doesnt have to start from the beginning.
Ajax  [author] 4 Jul, 2016 @ 12:54pm 
"For the average arma player" so I guess I'm below average XD

I'm glad I struck that perfect difficulty cord for you. Everyone has a different difficulty tolerance, and I know I tend to make my scenarios with way more AI than anything in BI's missions (I mean like half the campaign missions end with ~5 kills). The fact that you didn't see it as a cake walk or Halo-on-Mythic-difficulty means I'm going in the right direction, I guess.

Do you have any ideas on other escape methods? Or changing the escapes? I was thinking of having TPD on rhibs try to chase to the boat escape, and you have to kill a radio operator or destroy radio equipment to prevent a jet from hunting you down on the plane/helicopter escape.