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| sector_control [2024/03/27 04:36] – blacksharkden | sector_control [2025/11/04 06:45] (current) – blacksharkden | ||
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| ===BASICS=== | ===BASICS=== | ||
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| - | In Sector Control, we have a region with 15 objectives and 3 separate assault lanes. Red and Blue ground units fight to gain control of each objective, using scripted AI logic to make decisions on what to do and where to go. As a rotary wing pilot, your goal is to support the ground forces in this endeavor wherever possible. The AI controller will handle all the ground force activities such as offensive armor fights, mechanized infantry tactics, and reconnaissance. | + | ### |
| + | In Sector Control, we have a region with 10 objectives and 2 separate assault lanes. Red and Blue ground units fight to gain control of each objective, using scripted AI logic to make decisions on what to do and where to go. As a rotary wing pilot, your goal is to support the ground forces in this endeavor wherever possible. The AI controller will handle all the ground force activities such as offensive armor fights, mechanized infantry tactics, and reconnaissance. | ||
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| + | In Sector Control, all progress is saved between server restarts. Friendly and enemy forces will have their positions saved and resume the fight. Enemy strongholds will be in the same place with the same units it had before. SAM sites will continue to be a problem until destroyed. Any CTLD assets such as troops, specialists, | ||
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| - | The goal of Sector Control is to support the <button type=" | + | ### |
| + | The goal of Sector Control is to support the <button type=" | ||
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| - | {{ :wiki:sc1.png?nolink&600 |}} | + | {{ :hw_sc.jpg?600 |}} |
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| <alert type=" | <alert type=" | ||
| - | **Tune to either 51.00, 52.00, or 53.00 FM to hear updates from the Ground Force Commander and any friendly ground units making calls and requests.** | + | **Tune to either 51.00 FM (WEST) or 52.00 FM (EAST) |
| ;#; | ;#; | ||
| </ | </ | ||
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| + | **Using SRS**, the ground AI will report what’s going on to help direct you on to their activity. In Sector Control 2.0, this is split between 2 FM frequencies, | ||
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| + | Consider tuning in to the frequency for the lane you’re operating in to maintain situational awareness with your friendlies on the ground. They will report useful information such as spot and contact reports, support requests, vehicle abandonment, | ||
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| ===THE MAP=== | ===THE MAP=== | ||
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| {{ : | {{ : | ||
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| + | ===FRIENDLY SPOT REPORTS=== | ||
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| + | Friendly ground vehicles will spot and report enemy positions on the F10 map. They will also report new contacts over the radio on their lane specific FM channel. The marker will update every 60 seconds. | ||
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| + | * LIGHT RED diamonds with solid edges indicate an enemy was spotted there less than 60 seconds ago. | ||
| + | * DARK RED diamonds with dotted edges indicate an enemy was spotted there between 1-5 minutes ago, but the spotter lost visual. | ||
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| + | //Markers are removed when the target is lost for more than 5 minutes, or the friendly group is KIA.// | ||
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| ===CONTACT REPORTS=== | ===CONTACT REPORTS=== | ||
| - | When friendly groups spot, shoot, or are shot at, they will report contact over 59.90FM. They will also deploy flares from their present position. If you see flares nearby, it may be a good idea to head over and provide support. | ||
| - | {{ : | ||
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| + | {{: | ||
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| - | ===FRIENDLY SPOT REPORTS=== | + | When friendly groups spot, shoot, or are shot at, they will report contact over their lane specific FM channel. They will also deploy flares from their present position. If you see flares nearby, it may be a good idea to head over and provide support. |
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| + | * LIGHT RED triangles with solid edges indicate an enemy was engaged there less than 60 seconds ago. | ||
| + | * DARK RED triangles with dotted edges indicate an enemy was engaged there between 1-5 minutes ago, but the spotter lost visual. | ||
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| + | Markers are removed when the target is lost for more than 5 minutes, or the friendly group is <popover placement="auto top" title=" | ||
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| + | ===ARMOR RESUPPLY REQUEST=== | ||
| + | {{: | ||
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| + | Friendly armor may be active for extended periods of time, expending lots of ammunition. When the friendly armor’s ammunition supply dips below 10%, they will hold position and await resupply. | ||
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| + | Lift helicopters are able to take a single **ARMOR AMMO** crate out to these friendly groups and build it. Upon building the crate, an M939 transport truck will spawn and begin rearming the group. Once the group has rearmed fully, the ammo truck will despawn and the group will resume with their tasking. A ground rearm convoy may also be dispatched, however can take a long time to reach the group and is at risk of being destroyed. Helicopter rearming runs will get friendlies back in the fight a lot quicker than waiting for the ground forces to do it. | ||
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| + | ===GROUND AI=== | ||
| ### | ### | ||
| - | Friendly | + | The ground |
| - | ### | + | |
| - | ;#; | + | |
| - | {{:wiki: | + | |
| - | {{: | + | |
| - | ;#; | + | |
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| - | **LIGHT RED** circles with solid rings indicate an enemy was spotted there less than 60 seconds ago. | + | |
| - | **DARK RED** circles with dotted rings indicate an enemy was spotted there between 1-10 minutes ago, but the spotter lost visual. | + | TACTICS which is a Moose class developed by [BSD] Statua that adds autonomous behavior to the AI. They will spot and attack targets, support each other when taking hits, retreat after taking losses, and abandon vehicles when severely damaged. Mechanized Infantry will deploy and pick up troops to attack targets. |
| - | Markers are removed when the target | + | Ground Commander |
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| + | ==BEHAVIOR: SPOT & ATTACK== | ||
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| + | When traveling or holding a defensive position, ground groups are constantly scanning their surroundings for enemy. If they spot an enemy, they will move into a RED state and advance on the target in a combat formation. If they are far away, they will drive quickly in a DIAMOND formation. If they are closer, they will shift to LINE and slow down. | ||
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| - | ===ARMOR RESUPPLY REQUEST=== | + | ==BEHAVIOR: ENGAGEMENT== |
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| - | Friendly armor may be active for extended periods of time, expending lots of ammunition. **When the friendly armor’s ammunition supply dips below 25%**, they will hold position | + | When a group fires on the enemy or takes fire from them, they will disperse if able and hold position to engage from a stable platform. They will remain stationary for the entire fight and up to 2 minutes after the last shot. |
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| - | Lift helicopters are able to take a single ARMOR AMMO crate out to these friendly groups and build it. Upon building the crate, an M939 transport truck will spawn and begin rearming | + | |
| ### | ### | ||
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| - | {{ : | + | ==BEHAVIOR: SUPPORT REQUESTS== |
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| - | ===ARMOR DEPOT REQUEST=== | + | |
| ### | ### | ||
| - | Armor Depots are respawn points | + | When a group receives fire, they will call for any friendlies nearby who are not preoccupied to help them. If the called group is available, they will maneuver |
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| - | Lift helicopters | + | |
| ### | ### | ||
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| - | {{ :wiki:armordepot.png?nolink |}} | + | ==BEHAVIOR: RETREATING== |
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| + | If a group is down to the last vehicle remaining, it will not stick around to die. The group will retreat to whatever base it came from to get out of the fight. If you see vehicles flying down the road running away from the fight, this is why. For enemies fleeing the fight, it is recommended you let them live to save on ordinance and ammunition. It might even prolong their respawn time! | ||
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| + | ==BEHAVIOR: ABANDONING== | ||
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| + | When a vehicle has taken too much damage to be effective in the fight, the crew will abandon it. If there are operational vehicles left in the group, they will board those vehicles. Otherwise, they will find a place to hide and wait for a recovery vehicle to pick them up. The abandoned vehicle becomes a static object, incapable of doing anything. | ||
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| + | ==BEHAVIOR: REARMING== | ||
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| + | When a vehicle in the group dips below the minimum ammunition levels, they will request rearming. For Blue force, this means they will place a map marker and wait for a friendly helo to bring them ammo, or the slower option of a ground rearming convoy. For Red force, a resupply group will be dispatched to handle the request. | ||
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| + | {{ :wiki:sc8.png?nolink& | ||
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| ====AI TYPES==== | ====AI TYPES==== | ||
| - | There are several different classes of <popover placement="auto top" title=" | + | \\ |
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| - | Armor reinforcements spawn in 20 minute waves for both sides and are capped by type. | + | ===ARMOR=== |
| + | {{:wiki:sc9.png? | ||
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| + | Armor is tasked with attacking | ||
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| ===MECHANIZED INFANTRY=== | ===MECHANIZED INFANTRY=== | ||
| {{: | {{: | ||
| - | Mechanized infantry groups are tasked with capturing and holding sectors. Using infantry with anti-tank capabilities, | ||
| - | <text type=" | ||
| - | * MTLB | ||
| - | * BMP-2 | ||
| - | * BMP-3 | ||
| - | * BTR-80 | ||
| - | * BTR-82A | ||
| - | |||
| - | <text type=" | ||
| - | * MCV-80 Warrior | ||
| - | * Marder 1A3 | ||
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| - | ===ARMOR HUNTER=== | ||
| - | {{: | ||
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| - | Armor Hunters | + | Mechanized infantry groups |
| ### | ### | ||
| - | <text type=" | + | \\ |
| - | * T-72B | + | \\ |
| - | * T-90 | + | \\ |
| - | * BTR-82A | + | \\ |
| - | * BMP-2 | + | \\ |
| - | * BMP-3 | + | \\ |
| - | + | \\ | |
| - | <text type=" | + | \\ |
| - | * Merkava IV | + | \\ |
| - | * Chieftain Mk.3 | + | \\ |
| - | * <popover placement=" | + | \\ |
| - | * VAB Mephisto <popover placement=" | + | \\ |
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| ===MOBILE AIR DEFENSE SYSTEM=== | ===MOBILE AIR DEFENSE SYSTEM=== | ||
| {{: | {{: | ||
| ### | ### | ||
| - | Mobile | + | Mobile ADS are helicopter hunters. Similar to the armor, they will use LOS detection methods to locate helicopters (you). If they are far away, they will move to the location they spotted the helicopter. Once they get close enough, they will stop for better attack accuracy. Some Mobile ADS groups are tougher than others. |
| ### | ### | ||
| - | <text type=" | + | \\ |
| - | * SA-8 + BRDM-2 | + | \\ |
| - | * ZSU-57 + T-55 | + | \\ |
| - | * BMP-1 | + | \\ |
| - | * BTR-80 | + | \\ |
| - | * BMP-1 + SHILKA + SA-9 | + | \\ |
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| - | <text type=" | + | |
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| {{: | {{: | ||
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| - | RED team will have a total of 3 <popover placement=" | + | RED team will have a set number |
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| - | <text type=" | + | \\ |
| - | * SA-2 + SHILKA | + | \\ |
| - | * SA-3 + T-72 | SA-8 | SHILKA | + | \\ |
| - | * SA-5 + T-72 | SA-8 | SHILKA | + | \\ |
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| - | <text type=" | + | \\ |
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| - | RED team groups spawn from strongholds. | + | RED team groups spawn from strongholds. |
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| - | <text type=" | + | \\ |
| - | * T-72 | ZSU-57-2 | SA-9 | + | \\ |
| - | * BMP-2 | KS-19 | SA-18 | + | \\ |
| - | * BMP-3 | SHILKA | SA-18 | + | \\ |
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| - | BLUE team groups spawn from the armor depot that is closest to the <popover placement=" | + | BLUE team groups spawn from the armor depot that is furthest North in that lane. They start the match with one depot just outside the AO. Transport helicopters may **bring 6x crates** to a location |
| ### | ### | ||
| - | <text type=" | + | \\ |
| - | * <popover placement="auto top" title=" | + | \\ |
| - | * MCV-80 Warrior | + | \\ |
| - | * Merkava IV | + | \\ |
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| + | ===HOW DO I HELP?=== | ||
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| + | With such a dynamic battlefield, there are many ways you can help. The simplest way to help is to stay around frontline friendlies and support them with their attacks, giving them the upper hand in battles. If you prefer the transport side of things, deploying and relocating infantry and specialists in the battlefield to strategic positions can make a difference. Deploying depots and FARPs beyond the main base side of the AO can also be a great benefit to friendlies. If you prefer recon and an artillery battery has been deployed, you can use the firemission script to call in a barrage of shells on the enemy, eliminating entire battalions without firing a single weapon of your own. | ||
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