Living Daylights is Rareware's choice, don't be hatin'.
OHMSS I selected because the scenario is meant to be like a training mission for new agents. Your goal is weapon proficiency and survival, not simply fragging. Also, the title is really hard to apply to any scenario, so I jumped on the chance to use it up now.
Goldfinger scenario: It is still on the books, but for reasons aforementioned, I put it on the backest burner. It feels like a good point-release addition. Something to sweeten a future update, rather than something that "needs to be done" now. I think it's more important that we tighten up the scenarios we already have before adding more, since new players already suffer from variety overdose when they try the game for the first time and are stuck between Live and Let Die, a bullshit lowgrav Cradle rocket arena, and a bunch of servers modded to show one player when there are none.
Your
Die Another Day is begging for a clusterfuck.
You can't make a scenario with only one key item unless the key item is dangerous. That's why Golden Gun works, but Living Daylights quickly adds flags to the field when player count increases. If there is one "cure" item, then everyone is going to swarm it and it's a lagged-out brawl in the one room. Respawning just means jogging to the orgy, hoping you get there before everyone else has cum to the brink of exhaustion. If you have it, all you can do is run away, really.
Attaning the objective should be when the player wins.Golden Gun is not the objective, it's a tool that helps you pursue the goal. You get the Golden Gun to have an edge (one-hit kills) in the deathmatch environment.
You have holding the cure-case to be the win condition, but once you get it, you're just waiting on a clock to go "ding." If players can die and respawn, then the draining-health thing isn't important at all since you just suicide and get the health back. If "diseasedness" is its own counter (like you propose for cure) then heath is just a "go respawn somewhere else" trigger.
It also favors the first long carry. Let's say everyone starts at 0% diseasedness and after a quarrel, everyone is at about 40% after brief cure carries and one guy makes off with it and gets cured back down to 20%. Now, he doesn't even need to carry it much. All he needs to do is camp the case after it drops since, as long as no one person holds it long enough to get 20% cure points, they'll all drop like cultists in a couple minutes and he'll win by attrition at 80% diseasedness. I added a lot of alternative scoring to Living Daylights because if it was time-held-only, one good run would lock out some/all other players even though there was still a few minutes left on the round clock.
Okay, how can we make this work, O great and mighty VC?Make it dangerous.
I have an idea. Mind if I steal your inspiration and turn it into something huge like I did when Xanatos suggested we do something around Baron Samedi and the Golden Gun?