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Oh yeah, before I forget, there are several (as in more than one) CDF trucks that could not evacuate when the insurgents took over, so checking them for some CDF weapons and ammo could be useful ;)
In terms of locking the arty, it would make sense to some degree since normal troops would not be trained to use that sort of arty. Personally I just love any chance to blow shit up with a really big gun!
You have a good point about the arty, and I'll look into it, by probably locking it, since the whole point is to actually fight in Green Mountain. Same goes for the BMP. Sadly this is the railroadish way to approach the issue, but I feel it may be the best for how the mission "is meant to" be played. Maybe a car at the arty outpost would be nice too, so that players who do that task first won't need to walk the 1km back to Zelenogorsk?
Might be best to make the capture of Green Mountain require the player to have at least reached it, and not be over a km away. Or you could just lock the arty so it can't be used in the first place, but that seems too railroadish for my tastes.
The BMP-1P also had no gunner or commander when I got to the base. No clue why that happened, but it was weird. I was loading my team into it (it's unlocked so a player can hop in the back and then move to the driver seat) when the other squads finshed off the last AIs.