Old Features List (Word Vomit) - AthenaSecurityGroup/Sandbox.Altis GitHub Wiki

AI Military Systems: Strategic: Occupy Fortify Supply Tactical:

Technical: Attack Hold Defend Secure Fortify Garrison Fire support Air support Recon Security Break contact React to casualty React to ordnance Capture Surrender Maneuver Area denial (tactical, close, and nuisance mines.)

Necessary Tactical Actions: Survey (Recon) Attack (Occupy/Seize) Secure (Defend/Garrison/Fortify/Survey)

Policing System:

  • Investigative Cases: -- Extortion -- Murder -- Theft -- Vandalism

  • Action Cases: -- Active Shooter -- Hostage Situation

Player Location Persistence Untrained players spawn at the associate training center. Upon completion of training, players are transported to the theater MOB. When players login, they are placed at the last base at which they logged off. If the base at which a player was stationed has been moved or deleted, that player will spawn at the MOB. If players are disconnected with gear in their inventory, then their bodies are not cleaned up and if they reconnect within thirty minutes, then they spawn on their old location and have their gear returned to them from the old body, before the old body is cleaned up. Gear Storage Persistent gear, easy storage and equipping.

Dynamic Groups

Full Spectrum AI:

  • Attack
  • Hold
  • Defend
  • Fortify (Rural/suburban)
  • Garrison (Urban fortification)
  • Fire support.
  • Air support.
  • Reinforcement.
  • Recon
  • Security
  • Break Contact
  • Combat Medics
  • Engineers
  • Capture
  • Surrender
  • Platoon and company maneuver.
  • Utilize tactical, close, and nuisance mines. Civilian System:
  • Interactive traffic and pedestrians.
  • Hostile to friendly populace, based on local reputation.

Upgradable Bases Enhanced Mine Warfare:

  • Minefields will be systematically placed between AI and player positions.
  • AI artillery will randomly place scatter mines from close to their own positions to deep in ASG territory.
  • AI will appropriately react to mines.

Enhanced Artillery:

  • AI may detect artillery location after it fires, and target with their own artillery.
  • Certain player vehicles may detect AI artillery and give data for counter fire.

Enhanced Mine Warfare:

  • Minefields will be systematically placed between AI and player positions.
  • AI artillery will randomly place scatter mines from close to their own positions to deep in ASG territory.
  • AI will appropriately react to mines.

Urban Fortification:

  • AI or Players.
  • Fortified versions of abandoned civilian buildings.

Enhanced Movement:

  • Keydown based scripts for jumping and climbing as appropriate.
  • Notable Animations:

Expand Engineer and Engineer Vehicle Roles:

  • Engineering vehicles may be used to clear forests, minefields, other terrain for bases, LZs, etc?

Personnel Jackets:

  • Players may view their lifetime stats in game.
  • Players of x rank may edit certain stats of subordinate players.
  • Personnel Jackets are reset if player character dies.

Signal System:

  • Custom radio channels
  • Limit range for radio and drone.
  • Boost signal range with bases and special vehicles.
  • Creative use of remote laser designators?
  • Remote vehicle hacking?
  • Data Link System?
  • Allow interception of enemy signals. -- AI radio chatter will be in most appropriate language. Chatter will include random lines of dialogue with occasional reports of locations, planned movements, halts, recon, etc. Expand or contract as practical.

Civilian Interaction and Speech

  • Add interaction action.

  • Action removed on use?

  • Spawn a separate thread?

  • 15 minute cool down on use.

  • Remote callback query for location's reputation.

  • Return and execute based on local rep.

  • Low area rep returns uncooperative speech.

  • Medium rep gives low to medium chance for vague details, cardinal direction only.

  • High rep gives high chance for specific details, cardinal direction, rough estimate of numbers, special details, special weapons, vehicles.

  • Test animating civilian agence in houses.

  • Run combat behavior tests for civilian agents.

  • Test civilian agent FSM modifications.

Persistence Location Tracking:

  • Track on player locally.
  • If logged out for less than thirty minutes, log back in on body position with old gear, delete old body.
  • If logged out within one hundred meters of base, treat as if logged out at base.
  • If player dead or incapacitated when logging out, reset and call from logistics chopper.
  • Implement ARAC module?

Fighting Positions with action hold.

  • Two deep for hill placement.
  • Immersive location marking and deployment.
  • Add hold action to the center of marker to begin building. -- Must face marker to continue deploying. -- Must keep spacebar held. -- Animate only when spacebar held. --- Try to find better animations for building.
  • Sandbags build layer by layer.
  • Stops building when spacebar is released.
  • If cancelled early, retains an action to finish the position.
  • Positions built within x meters of bases are persistent. --- Deploy the composition under terrain level by x. Fore each item in the composition get the surface normal at terrain levels. Begin to raise sandbags in chunks, stopping as appropriate. Add a second level below the first to help with shoring, if necessary.

64-bit Server exe. 64-bit HC exe. Server profile. Server config file. HC1 profile. (Military). HC1 Config file. HC2 profile. (Militia). HC2 Config file. HC3 profile. (Civilians/traffic). HC3 Config file.

Server Initialization:

  • Get player UID.
  • Match UID to database.
  • Assign rank from database or create new database entry.
  • Default rank 0, admin rank 99.

Player database

  • Ensure rank and symbol tie in.
  • Ensure base deployment and location tie-in.

Advanced Medical Script, in which players may be stabilized by a medic in order to stop bleeding, but must be physically inside of a medical facility to be revived. Requires larger player base.

Fortifications take inventory space in backpacks or vehicles.

Player portable crew served weapon ammunition as an inventory item.

Improve off duty AI behavior.

Improve LTV and rep updater.

Location data scraper. Location reputation.

Persistent player territory Player faction reputation Local Reputation and Global Reputation Local Reputation is for each individual Location and will be on a scale from -100 to +100. Global Reputation is for military targets. Will also be on a -100 to +100 scale. Local Reputation is modified by Global Reputation. Player faction bank Based on previously working implementation. Base inventory storage, vehicles, vehicle inventories. Players of sufficient rank may order supplies delivered via AI Hurons to the main operating base. Players of sufficient may sell captured weapons and vehicles via the logistics huron. Player disconnect cleanup. Based on previously working implementation. Rank restricted slots. Based on previously working implementation. Trainee platoon for people holding no rank. Trainees cannot leave the trainee area. In-game promotions. Can be in the Communication Menu, or could be moved to a Control Panel-like interface. Player built fortifications: Hasty fighting position Deliberate fighting position (team leader) Rec Hides (squad leader) Patrol Bases (Platoon leader/Platoon sergeant) Combat Outposts/Field Command Posts (Company Commander/Company Executive Officer/Company Master Sergeant/Company Operations Sergeant) Forward Operating Base (Battalion CO/Battalion XO/Battalion FSG) Main Operating Base/Tactical Operations Center (Regimental CO/Regimental XO/ Battalion SGM/Brigade CO/Brigade XO/Brigade CSM). Based on previously working implementation. Player bases serve as both “safe zones” and as targets for enemy attacks. The safe zone keeps enemies from ever spawning within two thousand meters of the base, but whenever enemies attack, they will attack bases that are occupied by players. Whenever eight or more players are within one hundred meters of a player base, there is a dice roll. There is a twenty percent chance of an enemy attack occurring. If the attack is triggered, there begins a three hundred second countdown. After the countdown, players are counted. If there are eight to sixteen players in the base, then the enemy will attack with one platoon. If there are seventeen to twenty four players in the base, then the enemy will attack with two platoons. If there are twenty five or more players in the base, then the enemy will attack with three platoons. This system may have to be revisited and redesigned due to changing factors in the core sandbox design, and with how the AAW system will work, but this remains to be seen. Enemy AI break contact when casualties are sustained. Implemented by the AI Break Contact scripting - 2016-09-28. AI Officer Use to be determined. This roll may be filled sufficiently by the ACC, depending how robust the ACC bocomes. AI Medics No problems foreseen. AI Radio Operator (JTAC) Helicopter AI is retarded. Aircraft will have to be heavily scripted. Jobs system No problems foreseen. Reputation system and consequences. Integrated into AAW module. Login multiplier based on reputation. No problems foreseen. AI spawn based on player position and grid system. A combination of the AAW, AES, and ASC systems will fulfill this goal. Sectors are four digit grids (1KM square), but scanning of sectors should be 2.2km from group leaders. Enemies, civilians, militia, etc., delete if they are more than 2.4km from nearest human player. Investigating integrating a cache system. It is unlikely that it will be a custom implementation. I have seen community-made caching systems that look promising. Specific enemy AI compositions, based on faction. Occupied towns and buildings with pedestrians, vehicles, and traffic. Due to framerate considerations this will be VERY sparse; a couple of vehicles, a small handful of civilians per Location type, with more\less depending on the Location size (for example Kavala vs Niri). Antistasi Altis is a prime example of too many civilians and traffic affecting framerates in a bad way. Civilian faction police. No problems foreseen. Login money (each unique ID that logs in per 24 hours grants the company $100 USD). No problems foreseen. Reputation will turn militia hostile, friendly, or neutral. No problems foreseen. Players on login will spawn at the base that their nearest parent element has deployed. If a player’s platoon has a deployed patrol base, that’s where the player will spawn, if not, then they will spawn at their company’s combat outpost, if not, then at their battalion’s forward operating base, if not, then at their regiment or brigade’s main operating base or tactical operations center. Based on previously working implementation. May need a slight redesign if the base deployment system is modified for Sandbox v4. Players have custom ASG uniforms. Based on previously working implementation. Players ranks are displayed as custom insignias on their shoulders. Based on previously working implementation. Player faction owned offroads are all beige color. Based on previously working implementation. Player faction owned Buzzards are all custom skinned (skin to be determined) TBD. Medical System Based on previously working implementation. Replace medical addActions with new hold-button action. Drill and ceremony animations. As a general rule of thumb, as long as the animation is somewhere in the game we should be able to leverage it. If not in the game, not possible to do. Parade Rest Chair sitting [?] Would possibly work best as an addAction on each chair instead of something tied to the player. Earplugs. With integrated custom button for enabling\disabling. Surrenders or Criminals can run. eventHandler to prevent immediate death when running and to encourage wounding in legs. Unit can topple when hit. Go to wounded animation. Prisoner would need to be treated medically within timeframe. Will then become docile prisoner.

Athena Security Group Sandbox Feature List CONCEPT: Athena Security Group is a full service force solution firm dedicated to peace and the study of science. This firm is capable of fulfilling public and private security, peacekeeping, policing, and full spectrum war fighting missions.

In Order of importance: __ Radio network featuring: Custom company channels Backup radio permissions Smart disabling for side and direct channels __ Enemies: Perhaps build a foundation to build on later. Perhaps hardcoded amount of platoons that are active and have variables for the platoons stored on the server. Once that is finished and bug free remove the hardcoded amount for something more dynamic. Realistic regearing, organization, and ranks. Spawn random patrols based on grid system. Random convoys spawn Constant drone patrols Jet gun run support in medium length engagements (>900 seconds+dice roll) Mortar fire in short engagements, if mortars within 2k (>400 seconds+dice roll) Helicopter air support during long engagements (>1800 seconds+dice roll) Quick reaction forces deploy as soon as possible (>600 seconds+dice roll) Mini UAVs potentially deployed at the platoon level Break contact if locally outnumbered. AAF presence on map, CSAT prepared to invade, but not on map. Hostile militia presence in rural areas, based on rep Hostile police presence in urban areas, based on rep Cacheing and headless client distribution Cache at 2.2km away from players - works but there is some flickering issues that need to be resolved, distance to respawn is smaller than distance to despawn, causing the two loops to fight each other __ Logistics and banking script: Players earn $100 for the company each time they log in Player earnings are multiplied by company rep Buy and sell (half price) weapons and items Lose money for damaging civilians or property -- code is in my pull request, austinXmedic Lose money for player deaths Reclaim money from perpetrators by closing cases __ Grid occupation - could use some more work to make it more realistic When players visit a hostile grid, chance of enemies spawning. One players enter a grid, it goes on cooldown for four hours. Ten player visits to a grid makes the grid friendly. Every hour after cooldown, one visit is removed. __ Deployable Bases Field command post (CO, XO, MSG) (Company Headquarters) Fire support positions (WSL, ASL) (Weapons Squad) Platoon patrol bases (PSG, PL) (Platoon) Company Combat Outposts (CCO, CXO, MSG) (Company) Battalion Forward Operating Base (BCO, BXO, 1SG) Regimental Tactical Operating Base (RCO, RXO, SGM) (Pilots, logistics) __ Enemy chance attacks on player bases If >7 players are present in base, then begin 300 second countdown. If >7<18 players are present in base, then 30% chance of small attack (1 enemy platoon) If >17 players present in base, then 30% chance of medium attack (2 enemy platoons) If >25 players present in base, then 30% chance of large attack (3 enemy platoons) instant roll __ Company civil affairs: Damaged property costs company rep Players dying costs company rep Closing cases earns rep Killing or capturing enemies or criminals earns rep __ NPC Interaction: Some civilians will ask for help When players choose to help civilians, a random "case" will be opened. Cases are designed for seven or fewer players to solve. Types of cases include: pacifying disputes recovering property solving murders capturing fugitives investigating gang activity investigating militia activity Criminals are dressed in civilian clothes equipped with pistols, and may surrender and be arrested. Enemies may surrender and be taken prisoner. __ Medical System, only medic can revive players, ten minute bleedout, one minute revive __ Players can repair any lightly damaged vehicle that has a tool kit in it’s inventory __ Persistence must save all items in company inventory, must save base locations and orientations, must save vehicle locations, orientations, and inventories within 150 meters of bases, orientation needs to be saved to prevent spontaneous combustion of company vehicles. __ Dynamic groups __ Reserve radio channel __ Password protected leader slots __ Squad leaders and higher may lock and unlock vehicles (and boxes?) __ Custom Uniforms - Too difficult __ Enemy units break contact and/or surrender. Break contact if knows that outnumbered 2:1 Surrender if break contact + wounded When breaking contact, enemies move away from players, if reach 2.1k away from player, delete.

PVP Projects Conventional Warfare Purpose: Recruitment, training, retention, and fun through a “realistic” portrayal of a conventional battle. Required Features: __ Both forces have vehicles and special equipment that do not respawn. __ All dead players respawn when an objective changes hands. __ Attacking side gets one kicker respawn when less than 50% force remains. __ Two sided “push” gameplay. Match starts with a single central, neutral objective Team that captures central objective becomes the attacking force The next objective is the defending team’s fallback objective, which the attacking team must attempt to take. If the attacking team takes the objective, then the defending team must defend their home base. If the attacking team has less than 30% players remaining and no attacking team member is within the objective zone, then the defending team wins. To capture an objective, a team must be the majority on the objective for >60 seconds.

Insurgency Purpose: Recruitment, training, retention, and fun through a “realistic” portrayal of asymmetrical warfare. __ One team spawns as a combined arms security force, the other team spawns as a non-uniformed militia. __ The objective of the security force is to destroy three weapons caches hidden throughout the area, the militia must defend the caches and destroy the conventional force. __ Wave respawns. __ Militia may hide weapons to become “civilian.” __ Each team starts with 100 tickets, the first team to allow their tickets to reach 0 loses. If a cache is destroyed, the militia loses 30 tickets. If security forces kill civilians or unarmed militia, they lose 10 tickets. __ Weapons caches spawn randomly in the area, are marked on map for militia, but are not marked for security forces. __ Locations of weapons caches may be revealed to security forces by gathering twenty points worth of information. __ Information is generated by questioning civilians. __ Questioned civilians give a random amount of information worth between one and five points. Tactical Guidance: An attempt to help developers create realistic units.

Infantry: prefer forests, mountains, towns Security patrols are always at least one squad. Attacks are always at least one platoon. A company consists of three or four platoons (based on unit), a headquarters, and support assets. A battalion consists of three infantry companies, a special company, and a headquarters. The battalion’s special company includes a reconnaissance platoon, a heavy weapons platoon, and a sniper section.

Combined Arms (APCs and IFVs): prefer fields, towns, and roads Security patrols are always at least one section. Attacks are almost always at least one platoon. A company is four platoons and a headquarters element. A battalion is four companies, a cavalry scout platoon and a headquarters element.

Armor (Tanks): prefer fields and open roads Security patrols are always at least one section. Attacks are almost always at least one platoon. A company is four platoons and a headquarters element. A battalion is four companies, a cavalry scout platoon and a headquarters element.

The Brigade: The brigade consists of a combination of battalions, plus logistics, artillery, drone, helicopter, and jet assets. The brigade is the largest unit worth consideration in Arma.

A squad or section is never further than ~1km away from its platoon. A platoon is never more than ~2km away from its company headquarters. A company headquarters usually keeps one platoon attached for security and quick reaction. Company assets include mortars, which when available will offer immediate fire support A battalion headquarters usually keeps the majority of a single company attached for security. Battalion deploys deep assets, such as snipers, recon platoons, and weapons platoons on security and recon missions. Recon squads break contact and RTB if discovered, they don’t choose to fight if they can avoid it. Sniper teams RTB if discovered. Snipers only fire if they have a shot, and only fire a few times, then conceal and wait. Weapons sections don’t move beyond the battalion’s area of influence ~12km, like recon and sniper assets. Battalions mostly stay out of each other’s area of influence ~12km. The brigade offers logistics, air, and artillery support to any asset that needs it within it’s area of influence ~30km.

Teams are never more than 100m from each other within a squad. Teams follow each other and engage the enemy on-line. Squads attempt to assist each other. If mortars are within 2000m, units will request fire support. If units are locally outnumbered 2:1, they will break contact and RTB (Move to 2.2k, then delete)

In practice: Units only attack if they outnumber by 2:1. Armored vehicles are calculated as 10 infantry units. Infantry units should stay in cover, instead of shooting, when adequately suppressed. Infantry units should prioritize sprinting to cover over returning fire. Units should break contact when outnumbered 2:1. Squads and sections should roam the map. Concentrations of enemy forces should be larger near company and battalion headquarters.

AAF Organization: Infantry Company SRO CCO OPS CXO SCM 1SG

AA RO PL AR RM RM TL AR RM RM TL AR RM DM TL SL AR RM RM TL AR RM RM TL AR RM AT TL SL AR RM RM TL AR RM RM TL AR RM AT TL SL AA CM PS

AA RO PL AR RM RM TL AR RM RM TL AR RM DM TL SL AR RM RM TL AR RM RM TL AR RM AT TL SL AR RM RM TL AR RM RM TL AR RM AT TL SL AA CM PS

AA RO PL AR RM RM TL AR RM RM TL AR RM DM TL SL AR RM RM TL AR RM RM TL AR RM AT TL SL AR RM RM TL AR RM RM TL AR RM AT TL SL AA CM PS

RO PL MG AG TL MG AG TL SL MG AG TL MG AG TL SL GN AG TL GN AG TL SL CM PS

Combined Arms Company (2 Gorgon platoons, 2 Mora platoons) Headquarters (Mounted in 2 unarmed Striders) SRO CCO OPS CXO SCM 1SG ARM GSG

Gorgon Platoon RO PL AR RM TL AR RM TL SL [RM RM SC] AR RM TL AR RM TL SL [RM RM VC] AR RM TL AR RM TL SL [RM RM SC] AR RM TL AR RM TL SL [RM RM VC] CM PS

Mora Platoon RO PL AR RM TL AR RM SL [RM RM SC] AR RM TL AR RM SL [RM RM VC] AR RM TL AR RM SL [RM RM SC] AR RM TL AR RM SL [RM RM VC] CM PS Armor Troop (4 armor platoons) Headquarters (Mounted in 2 unarmed Striders) SRO CCO OPS CXO SCM 1SG ARM GSG

[RM RM VC] [RM RM PL] [RM RM VC] [RM RM PS]

Battalion Headquarters BPO BCO BSM BXO

Battalion Special Company SRO CCO OPS CXO SCM 1SG

Raid Platoon AR RM RM TL AR RM RM PL AR RM RM TL AR RM RM SL

Scout Sniper Platoon RO PS SN SP SN SP SN SP SN SP SN SP SN SP SN SP SN SP SN SP SN SP SN SP SN SP

Mounted Weapons Platoon (Mounted in Armed Striders 1GL/2MGs per squad) RO PL [RM RM TL] [RM RM TL] [RM RM TL SL] [RM RM TL] [RM RM TL] [RM RM TL SL] [RM RM TL] [RM RM TL] [RM RM TL SL] CM PG

CSAT Organization: Infantry Company 1SG CCO SCM CXO

RO PL AR RM GR TL AR DM GR TL SL AR RM GR TL AR RM GR TL SL AR RM GR TL AR RM GR TL SL MG AG AT TL MG AG AT TL SL CM PS

RO PL AR RM GR TL AR DM GR TL SL AR RM GR TL AR RM GR TL SL AR RM GR TL AR RM GR TL SL MG AG AT TL MG AG AT TL SL CM PS

RO PL AR RM GR TL AR DM GR TL SL AR RM GR TL AR RM GR TL SL AR RM GR TL AR RM GR TL SL MG AG AT TL MG AG AT TL SL CM PS

GN AG SL GN AG TL

Combined Arms Company (2 BTR-K platoons, 2 Marid platoons) Headquarters (mounted in 2 unarmed Ifrits) SRO CCO OPS CXO SCM 1SG ARM GSG

RO PL AR RM TL AR RM TL SL [RM RM SC] AR RM TL AR RM TL SL [RM RM VC] AR RM TL AR RM TL SL [RM RM SC] AR RM TL AR RM TL SL [RM RM VC] CM PS

Armor Troop (4 armor platoons) Headquarters (Mounted in 2 unarmed Ifrits) SRO CCO OPS CXO SCM 1SG ARM GSG

[RM RM VC] [RM RM PL] [RM RM VC] [RM RM PS]

Battalion Headquarters BPO BCO BSM BXO

Battalion Special Company SRO CCO OPS CXO SCM 1SG

Recon Platoon RO PL AR RM TL AR DM SL AR RM TL AR RM SL AR RM TL AR RM SL CM PS

Sniper Squad SL SN SP TL SN SP TL SN SP TL

Mounted Weapons Platoon (Mounted in armed Ifrits 1GL/2MGs per squad) RO PL [RM RM TL] [RM RM TL] [RM RM TL SL] [RM RM TL] [RM RM TL] [RM RM TL SL] [RM RM TL] [RM RM TL] [RM RM TL SL] CM PG

Hostile Militia (CSAT (URBAN)) (Mavros) Company CCO

PL AR RM RM TL RM RM RM TL ASL SL AR RM RM TL RM RM RM TL ASL SL

PL AR RM RM TL RM RM RM TL ASL SL AR RM RM TL RM RM RM TL ASL SL

PL MG AG TL MG AG TL SL MG AG TL MG AG TL SL

PL SN SP TL SN SP TL SL GN AG TL GN AG TL SL

Friendly Militia (FIA) Company SRO CCO SCM CXO

RO PL AR RM TL AR DM SL AR RM TL AR RM SL AR RM TL AR RM SL

RO PL AR RM TL AR DM SL AR RM TL AR RM SL AR RM TL AR RM SL

MG AG TL MG AG SL

Police Company (One four man patrol per every group of ten civilian homes) Headquarters COS CCO GSG CXO

RM RM RM TL

AA - Anti-air Rifleman AG - Assistant Gunner AR - Autorifleman AT - Anti-tank Rifleman CCO - Company Commanding Officer, Commander CM - Combat Medic DM - Designated Marksman OPS - Company Operations Sergeant CXO - Company Executive Officer GN - Gunner GR - Grenadier Rifleman MG - Machine Gunner MSG - Company Master Sergeant PL - Platoon Leader PS - Platoon Sergeant RM - Rifleman RO - Radio Operator SCM - Senior Combat Medic SC - Section Chief/Section Leader SL - Squad Leader SN - Sniper SP - Spotter SRO - Senior Radio Operator TL - Team Leader/Assistant Squad Leader VC - Vehicle Chief

AAF Infantry Presences:

Light Presence: Platoon 11+16 spawn on location. 12A leads random patrol within 700m. 12B+12SL follows 50m behind 12A. 12C follows 50m behind 12B 13A leads random patrol within 700m. 13B follows 50m behind 13A. 13C follows 50m behind 13B

Moderate Presence: Company 6+6 form secure perimeter. 11+16 wait as QRF in perimeter. 12A leads random patrol within 700m. 12B+12SL follows 50m behind 12A. 12C follows 50m behind 12B 13A leads random patrol within 700m. 13B+13SL follows 50m behind 13A. 13C follows 50m behind 13B

21A leads random patrol within 1400m. 21B+21SL follows 50m behind 21A. 21C follows 50m behind 21B. 26 follows 50m behind 21C. 22A follows 50m behind 26. 22B+22SL follows 50m behind 22A. 22C follows 50m behind 22B. 23A follows 100m behind 22C. 23B+21SL follows 50m behind 23A. 23C follows 50m behind 23B.

31A leads random patrol within 1400m. 31B+21SL follows 50m behind 31A. 31C follows 50m behind 31B. 36 follows 50m behind 31C. 32A follows 50m behind 36. 32B+32SL follows 50m behind 32A. 32C follows 50m behind 32B. 33A follows 100m behind 32C. 33B+21SL follows 50m behind 33A. 33C follows 50m behind 33B.

Heavy Presence: Battalion E6+D6+D36+A6+A16+A11 occupy field HQ area.

D11A leads 3000m patrol. D11B follows 30m behind D11A. D12A follows 30m behind D11B. D12B follows 30m behind D12A.

D21A hides ~2000m away from BNHQ. D21B hides ~2000m away from BNHQ. D21C hides ~2000m away from BNHQ. D21D hides ~2000m away from BNHQ. D22A hides ~2000m away from BNHQ. D22B hides ~2000m away from BNHQ. D22C hides ~2000m away from BNHQ. D22D hides ~2000m away from BNHQ. D23A hides ~2000m away from BNHQ. D23B hides ~2000m away from BNHQ. D23C hides ~2000m away from BNHQ. D23D hides ~2000m away from BNHQ.

D31A leads 2000m patrol. D31B follows 20m behind D31A. D31C follows 20m behind D31B. D32A leads 2000m patrol. D32B follows 20m behind D32A. D32C follows 20m behind D32B. D33A leads 2000m patrol. D33B follows 20m behind D33A. D33C follows 20m behind D33B.

A12A leads random patrol within 700m. A12B+12SL follows 50m behind A12A. A12C follows 50m behind A12B A13A leads random patrol within 700m. A13B+13SL follows 50m behind A13A. A13C follows 50m behind A13B

A21A leads random patrol within 1400m. A21B+A21SL follows 50m behind A21A. A21C follows 50m behind A21B. A26 follows 50m behind A21C. A22A follows 50m behind A26. A22B+22SL follows 50m behind A22A. A22C follows 50m behind A22B. A23A follows 100m behind A22C. A23B+21SL follows 50m behind A23A. A23C follows 50m behind A23B.

A31A leads random patrol within 1400m. A31B+21SL follows 50m behind A31A. A31C follows 50m behind A31B. A36 follows 50m behind A31C. A32A follows 50m behind A36. A32B+32SL follows 50m behind A32A. A32C follows 50m behind A32B. A33A follows 100m behind A32C. A33B+21SL follows 50m behind A33A. A33C follows 50m behind A33B.

1600m from BNHQ: B6+B4 form secure perimeter. B11+B16 wait as QRF in perimeter. B12A leads random patrol within 700m. B12B+12SL follows 50m behind B12A. B12C follows 50m behind B12B B13A leads random patrol within 700m. B13B+13SL follows 50m behind B13A. B13C follows 50m behind B13B

B21A leads random patrol within 1400m. B21B+B21SL follows 50m behind B21A. B21C follows 50m behind B21B. B26 follows 50m behind B21C. B22A follows 50m behind B26. B22B+B22SL follows 50m behind B22A. B22C follows 50m behind B22B. B23A follows 100m behind B22C. B23B+B21SL follows 50m behind B23A. B23C follows 50m behind B23B.

B31A leads random patrol within 1400m. B31B+B21SL follows 50m behind B31A. B31C follows 50m behind B31B. B36 follows 50m behind B31C. B32A follows 50m behind B36. B32B+B32SL follows 50m behind B32A. B32C follows 50m behind B32B. B33A follows 100m behind B32C. B33B+B21SL follows 50m behind B33A. B33C follows 50m behind B33B.

1600m from BNHQ and at least 1600m from other company: C6+C4 form secure perimeter. C11+C16 wait as QRF in perimeter. C12A leads random patrol within 700m. C12B+C12SL follows 50m behind C12A. C12C follows 50m behind C12B C13A leads random patrol within 700m. C13B+C13SL follows 50m behind C13A. C13C follows 50m behind C13B

C21A leads random patrol within 1400m. C21B+C21SL follows 50m behind C21A. C21C follows 50m behind C21B. C26 follows 50m behind C21C. C22A follows 50m behind C26. C22B+C22SL follows 50m behind C22A. C22C follows 50m behind C22B. C23A follows 100m behind C22C. C23B+C21SL follows 50m behind C23A. C23C follows 50m behind C23B.

C31A leads random patrol within 1400m. C31B+C21SL follows 50m behind C31A. C31C follows 50m behind C31B. C36 follows 50m behind C31C. C32A follows 50m behind C36. C32B+C32SL follows 50m behind C32A. C32C follows 50m behind C32B. C33A follows 100m behind C32C. C33B+21SL follows 50m behind C33A. C33C follows 50m behind C33B.

AAF Armor Presence: Light Presence: Platoon (Mora, Gorgon, or Tank) 11 patrols random 1000m. 12 follows 11 at 25m. 13 follows 12 at 25m. 14 follows 13 at 25m.

Medium presence: Company (Combined Arms or Tank) CHQ spawns on location near field command post. Two Gorgon and Two Mora platoons conduct random 2000m patrols.

Heavy Presence: 1 CHQ unit spawns on location with field command post. 3 CHQ units spawn and conduct random 2000m patrols. Four tank, Four Gorgon, and Four Mora platoons conduct random 4000m patrols.

CSAT Infantry Presence: Light Presence: Platoon

Moderate Presence: Company

Heavy Presence: Battalion E6+D6+D36+A6+A16+A11 occupy field HQ area.

D11 leads 2600m patrol. D16 follows 25m behind D11. D12 follows 25m behind D16. D13 follows 50m behind D12.

D21 hides ~2000m from E6. D22 hides ~2000m from E6. D23 hides ~2000m from E6.

D31A leads 2000m patrol. D31B follows 20m behind D31A. D31C follows 20m behind D31B. D32A leads 2000m patrol. D32B follows 20m behind D32A. D32C follows 20m behind D32B. D33A leads 2000m patrol. D33B follows 20m behind D33A. D33C follows 20m behind D33B.

A12A leads random patrol within 700m. A12B+12SL follows 50m behind A12A. A13A leads random patrol within 700m. A13B+13SL follows 50m behind A13A.

A21A leads random patrol within 1400m. A21B+A21SL follows 50m behind A21A. A26 follows 50m behind A21B. A22A follows 50m behind A26. A22B+22SL follows 50m behind A22A. A25 follows 50m behind A22B. A23A follows 50m behind A22C. A23B+21SL follows 50m behind A23A.

A31A leads random patrol within 1400m. A31B+21SL follows 50m behind A31A. A36 follows 50m behind A31B. A32A follows 50m behind A36. A32B+32SL follows 50m behind A32A. A32C follows 50m behind A32B. A33A follows 100m behind A32C. A33B+21SL follows 50m behind A33A. A33C follows 50m behind A33B.

1600m from E6: B6+B4 form secure perimeter. B11+B16 wait as QRF in perimeter. B12A leads random patrol within 700m. B12B+12SL follows 50m behind B12A. B13A leads random patrol within 700m. B13B+13SL follows 50m behind B13A.

B21A leads random patrol within 1400m. B21B+B21SL follows 50m behind B21A. B26 follows 50m behind B21B. B22A follows 50m behind B26. B22B+B22SL follows 50m behind B22A. B25 follows 50m behind B21B. B23A follows 50m behind B25. B23B+B23SL follows 50m behind B23A.

1600m from E6 and at least 1600m from other company: C6+C4 form secure perimeter. C11+C16 wait as QRF in perimeter. C12A leads random patrol within 700m. C12B+C12SL follows 50m behind C12A. C12C follows 50m behind C12B C13A leads random patrol within 700m. C13B+C13SL follows 50m behind C13A. C13C follows 50m behind C13B

C21A leads random patrol within 1400m. C21B+C21SL follows 50m behind C21A. C21C follows 50m behind C21B. C26 follows 50m behind C21C. C22A follows 50m behind C26. C22B+C22SL follows 50m behind C22A. C22C follows 50m behind C22B. C23A follows 100m behind C22C. C23B+C21SL follows 50m behind C23A. C23C follows 50m behind C23B.

CSAT Armor Presence: Light Presence: Platoon (BTR, Marid, or Tank) 11 patrols random 1000m. 12 follows 11 at 25m. 13 follows 12 at 25m. 14 follows 13 at 25m.

Medium presence: Company (Combined Arms or Tank) CHQ spawns on location near field command post. Two BTR and Two Marid platoons conduct random 2000m patrols.

Heavy Presence: 1 CHQ unit spawns on location with field command post. 3 CHQ units spawn and conduct random 2000m patrols. Four tank, Four BTR, and Four Marid platoons conduct random 4000m patrols.