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There are still a few floating obstacles on the left side of the beach inside the play area near a LCVP on fire, a wooden pole and a couple shingles.
I am working on a LCM model boat that will transport tanks to the beach like infantry instead of coming out of the static LCT's. That's going to take a lot of work but that and more customized uniforms are next.
-Have spawn points on the beach, that way there are always guys running around and not relying on boats. both times I played my NPC allies got smoked immediately and I was alone for most of the beach portion.
-Have two capture points on the beach on both ends of the map. It seemed the AI always veered to the right capture point (right as youre looking from the boat) and it made the left side of the beach completely empty. Capture points on the beach would help with making the initial beach battle feel more complete.
Lastly, there are a lot of floating obstacles, shingles, wooden poles, and artillery are hanging above the ground. Also the trench right before you hit the sea wall has a section that is floating. None of this was game breaking, just took a bit of the immersion out.
I'll keep you posted.
I'll work on adjusting the base game play to make a balance for the 500 ticket max. I should be able to push the update today.
Maybe put that artillery battery and AAA in the rear as something you have to encounter later and only use mortars for the beach. Increase spawn/ticket count for Americans. Maybe add spawn points on the beach to alleviate getting crushed in the boat from the start.
I want to love this mission, it's so damn close to what I have been wanting from an Omaha map so keep it up!