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GUER Director Living Resistance Pitch

rayswaynl edited this page Jul 5, 2026 · 2 revisions

GUER Director: A Living Resistance (Pitch)

Proposal pitch, 2026-07-04. Mission master 66b7c1aa0, Arma 2 OA 1.64. Spec: draft PR #715 (docs/design/v2/aicom-v2-800-guer-director.md). Status: APPROVED FOR IMPLEMENTATION (Ray 2026-07-05); relief waves are now IN the spec; D2 resolved by the implementation ruling, D1 (retake dial defaults) still open; air relief remains a proposed amendment. Sequenced after the V2 cutover stabilises.

The pitch

Today the resistance is furniture: a town garrison spawns when you get close, despawns 90 seconds after you leave, and respawns at full strength as if nothing happened. The GUER Director makes the third side a living insurgency — invisibly. Every resistance town keeps a persistent strength ledger; virtual cells (reinforcements, patrols, ambush parties) move between towns as data along real roads with real travel times, and only turn into actual AI inside player bubbles, through the same spawn paths the mission already uses. No civilians, no ambience, no new assets — just a resistance that remembers, regroups, and fights back.

What players would notice

  • Towns remember. Bleed a garrison at dawn and it is still bled at noon — unless help physically arrived from a neighbouring resistance town.
  • Sieges draw waves. Attack a town long enough and relief columns arrive along the roads — defender waves with arrival times, not respawn magic.
  • Overused routes get punished. Keep running the same road and an AT/MG ambush party will eventually be waiting on it.
  • Air rescue. If the resistance holds an airfield, a threatened town in range can receive an air relief flight — an Mi-17 with a squad, or an Mi-24 making gun runs, actually lifting off and flying the route. Counterplay: take the airfield.
  • Regions can be exhausted. Waves are strength transferred from neighbouring towns, never minted — fight off three relief columns and the whole district is genuinely drained.

Under the hood, in three lines

Per-town strength ledger + virtual cells + a small planning brain that plays a board game over arrays. Execution has exactly two verbs — materialize and dematerialize — through the existing town-unit, patrol, and statics paths. Lane switch AICOMV2_LANE_GUER_DIRECTOR defaults 0; flag-off is byte-identical V1.

Why it is safe

  • Conservation invariant: no free spawns; regen debt trends to zero, so long-run resistance volume equals V1.
  • Never writes sideID/supplyValue; town ownership changes only through real combat in the existing capture loop.
  • Group-budget aware: the materializer denies above a GUER-side ceiling instead of silently hitting the 144-group cap.
  • V2 lane 424 (third-side) is untouched and gets a live opponent to classify for free.

Absorbs earlier one-offs

Two shelved Build-89 candidates were point solutions to the same instinct: Shelved: GUER road ambushes (wildcard ambush card) and Shelved: GUER depot + wave params (wave-depth variants). The Director is the systemic home for both — ambushes become evidence-driven cells instead of random cards, and wave composition becomes ledger-driven instead of a lobby toggle.

Synergies

  • Town fortification tiers (proposed, unspec'd): a fortified town gets a higher ledger priority — fortify it and the resistance fights harder for it; attackers learn to cut the relief roads first.
  • Airfield ownership (wfbe_airfield_side, shipped with the insurgents build) gates the air-relief cells.
  • Playable GUER insurgents: an optional dial biases cell missions toward supporting human GUER players.

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