Slugs bad.
Though with a bit more seriousness, I think the event could have been vastly improved with a bit more prep time.
I know a bunch of mappers made UPP bunkers as their test of competence for becoming devs, and using one of those would’ve really helped the feel of the round.
Coms at round start also would’ve been crucial for UPP, literally all the command roles were hanging out in deep caves totally unaware that half their forces were setting up at hydro and containers until I ran back to tell them.
Giving UPP the means to mine or trap the colony would’ve also really helped them hold on a bit longer. Some deployable HMGs also would’ve gone a long way to make it feel more like an actual defense.
The pre-setup cades in the caves were a nice touch, but I think the mod time spent on then would’ve been better employed placing down piles of pre-filled sandbags, a weapon selection at round start or a basic power grid for attachment vendors.
We got a bunch of people playing Medics and Engineers who didn’t want those roles. I think one even suicided. More clearly labelling the mobs with their roles would’ve really helped there.
So far for my criticism! I died fairly early into the mission (slugs bad), but I appreciate what you guys tried to do here and hope we see events like this again on occasion.