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Points Of Interest
An explanation of various map elements, and their role in the game
Points of Interest represent any predetermined location on the map and includes
- Objectives (Bases, Headquarters, Airports, Checkpoints, and Radio Towers)
- Towns (villages, regional capitals, and the capital)
- Misc (Ports and Docks)
It is important to note that this category does not contain generated locations such as
- FOBs
- Camps
- Gang bases
- (Player) Bases
- Stores
Objectives are any NATO controlled locations and recognized on the map by either a NATO flag or a Radio Tower icon. All objectives have a radius in which GUER who get too close will be set wanted, this area is indicated by a dashed red circle.
Bases make up the bulk of NATO assets and are the primary source of power for NATO on the map. When clicked on the map in info mode it will show the name of the base, and its "defensive score."
DEFENSIVE SCORE
The defensive score is a predetermined value set in the mission file and represents how many forces the base will have protected it. Bases are also assigned "levels" (calculated by a threshold of the defensive score) which ensures a minimal troop count, and vehicle garrison. Upon starting a new save, after the minimal vehicle garrison is assigned, additional vehicles are added to defend the base, the type being based off its level, and the amount on its defensive score. When a unit is killed/destroyed by an opposing GUER unit, the bases defensive score does not change, however the missing unit is tracked, and will not be spawned to defend the base until the NATO AI expends resources to replace it.
DEFENSIVE UNITS All troops spawned at a base will be "Garrison" type units, usually armed with DMRs, LMGs or MMGs, AMRs, and BRs. They also tend to have the heaviest armor (a good portion will wear EOD rigs), and night vision goggles. The bulk of the vehicles defending the area will be static weapons, heavy machine guns, AA defenses, anti-tank launchers, and a mix of heavier vehicles spread in, especially at stronger bases. Units spawned from bases are set to give calls for help, but not respond to calls for help with ASRAI.
UNIT SPAWNING
All dynamically created NATO units originate from an owned base. When NATO spends resources to reinforce a town with police units, or send a patrol, they will spawn at the nearest base. (Assuming it is within virtualization distance.) When a battle is started, NATO units participating in the battle will either spawn at the base itself, or in some special cases, in-between the vector of base and the battle. When spawning units for a battle the closer a base is, the higher its preference for having units spawned at it.