
Hello everyone!
I'm bringing you a new mission, this time dealing with a highly topical issue: the blockade of the Strait of Hormuz (thanks to Knightpawn for the original idea). I've been gathering a ton of information on the subject—with the invaluable help of Nikel (thanks for the initial testings), of course—and testing new things in the CMO editor, which I must say is absolutely wonderful for any self-respecting scenario designer.
New feature implemented (V2.5 and up)

CHANGELOG V290
Convoy Control Timing: Adjusted the transition window for the US player to take manual control of the commercial fleet, better simulating the initial chaos of civilian crews under fire.
Scoring Engine Attrition: Updated the Auto-Score LUA to accurately differentiate between surface vessels and aircraft. This resolves the "tanker" bug where losing a KC-130J refueling aircraft was incorrectly penalized as a civilian Supertanker loss.
Submarine Attrition: Corrected a scoring oversight; nuclear submarines (SSN/SSGN) now properly trigger a "Critical Asset Lost" penalty when destroyed.
Unit Nomenclature: Renamed helicopter units on the Tulsa-class LCS to prevent naming conflicts with drone assets (Stingrays), ensuring a clearer and more realistic Air Ops interface
CHANGELOG V2.7 = V270
New feature implemented (V270 and up)

][NEW MECHANICS] Engineer Insertion and Comms Repai[/b]r:
Electronic warfare and combat damage no longer mean the loss of a ship. A system has been implemented using LUA scripts that allows for the repair of communications on damaged merchant or military vessels.
If a ship loses its antennas and goes out of communication, don't give up hope! You can now regain control by sending a helicopter or Osprey directly to its position. By flying low and slow, you will insert a Marine team that will repair the systems on-site.
Commanders' Note: Carefully follow the sequence of events, alerts, and on-screen commands to ensure a successful insertion.
This time, besides the briefings and numerous HTML events, I have included a new scoring system based on the cost in millions of dollars of the ordnance expended. For example, firing a PAC-3 incurs a point penalty; if it's used to destroy a low-value target like a Shahed-136, you'll suffer a net point loss due to the cost difference. This applies to all weaponry used in the mission. However, if a target has a low economic cost but high strategic value, destroying it will still add to your overall score.
You can watch this system in action as your score updates with every weapon impact. It has been playtested several times, but I would still really appreciate it if you could share your final score logs in this thread so I can verify it's working as intended or make any necessary tweaks.
Furthermore, this mission features nearly 20 implemented events and a lot of LUA scripting (some things gave me a real headache, but after digging into it, I finally cracked it). The scenario includes a briefing that I believe explains quite clearly what the player needs to do, but if anything is confusing, please let me know and I'll correct it.
I'm sure something might have slipped past me, as I had to juggle many different fronts to get the event chain flowing exactly how I wanted. Oh, and there are a few unmentioned surprises waiting for you...
So, please report anything that seems off (unit names, typos... whatever it may be). The core of the scenario is completely finished and it is perfectly playable.
The implementation of SAR events for the rescue of pilots or crew members, which I've already developed for the TRIDENT BOREAL scenario, is still pending. In fact, the SAR units are already in place and ready, and perhaps something else might come up in this thread. But as I said, for me, the most important thing is already implemented
I look forward to your feedback, and above all, I hope you enjoy it so I can keep finding the motivation to create more missions for the community.
Thank you all very much!