Arma 3
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MK14 Arena [SP/COOP 1-2]
   
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Data Type: Scenario
Scenario Map: Altis
File Size
Posted
Updated
73.066 KB
25 Apr, 2015 @ 8:20pm
21 Jul, 2015 @ 8:46am
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MK14 Arena [SP/COOP 1-2]

Description

VERSION 0.1.7

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In this update:

-Random Loot

-Squad leader starts with extra gear

-Failure state upon leaving Arena

-Rifleman Boss

Extra fixes:

-UAV terminal added on Rifleman boss loot table
-Enemies have to ready their weapons before use

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Welcome to the Area.

You and a friend have been thrown into the MK14 Arena, a deadly maze filled with plenty of bad guys, each armed with an MK14 assault rifle. Your objective is to fight your way throught the maze until you are the last ones standing!

The Arena was allegedly built in attempts to house dangerous CSAT prisoners of war. However it's well known today now they throw unlucky condenters inside just for fun, to train their under-performing soldiers on how to shoot moving targets. Armed with a weapon stained with the blood of those who came before you (and a holosight you smuggled in- don't ask how), you are dropped into the arena with your friend. So many have tried to defeat the maze and so many have failed to fight off the crushing aggression of the CSAT combattants. You plan to be the exception.



Every enemy is equipped each with the same weapon, armor, and equipment. The exception to this being the Squad leader, who starts with a backpack and a holosight, and the Rifleman boss, with a Katiba 6.5×39mm rifle and default CSAT soldier gear.

Additional loot can be found throughout hidden places in the map, and there is a low chance an enemy may be carrying more than just a default first-aid kit and their rifle.

Enemy locations and the number of baddies is procedural, so each playthough may yield a different result each time! If you are having a hard time finding the last enemies after defeating the boss at the end of the stage, a UAV and terminal is provided nearby so you can pinpoint their locations.

At the moment, leaving the arena is an instant failure state, but it is planned that escaping will be a legitimate option, that branches off into a seperate part of the mission with it's own set of objectives and endings.



Feedback is greatly appreciated, and highly encouraged!

If there are things you think could be improved in this scenario, do not hesitate to tell me! I'm very open to anything you rascals are willing to suggest, because I don't know what I don't know.
Anything that could help improve your playing experience is my highest priority, but I'm not a team of developers mind you, so changes won't happen overnight. However this doesn't mean edits are going to be few are far between, I plan on working on this and several more missions in the future.
This is only my second 'real' mission to date, and I'm still learning the ins and outs of the editor. Advice you could give that you think would benefit someone on my level, would be extremely helpful!
1 Comments
Ulfgeirr Stonebeard 27 Dec, 2015 @ 1:56am 
The Mk-14 is a Marksman rifle or a battle rifle, Assault rifles use mid-power rounds, not full power (.308 or .30-06)