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Player AI Caps And Role Balance
This page documents the live player group-size cap used by the buy menu and RHUD, plus a Discord-ready balance table for the default server setting.
Scope: current master source mission, Missions/[55-2hc]warfarev2_073v48co.chernarus.
The default multiplayer lobby value is WFBE_C_PLAYERS_AI_MAX = 15 (Rsc/Parameters.hpp:62-68). If no lobby parameter supplies it, Init_CommonConstants.sqf falls back to 16, so always state which baseline you are using.
The live buy menu and RHUD use the same shape:
| Source | Behavior |
|---|---|
Client/Module/Skill/Skill_Init.sqf:49 |
Soldier-slot players multiply local WFBE_C_PLAYERS_AI_MAX by 1.5 with ceil. With the default lobby value, 15 becomes 23. |
Client/GUI/GUI_Menu_BuyUnits.sqf:116-128 |
Barracks upgrade scales the cap as round(max/4), round(max/4)*2, round(max/4)*3, then full max. |
Client/GUI/GUI_Menu_BuyUnits.sqf:130-140 |
If the player's group is the commander team, the cap gets +10; the menu checks queued units plus live group units plus requested crew slots against the final cap. |
Client/Client_UpdateRHUD.sqf:312-325 |
RHUD mirrors the same visible max-units formula. |
The cap is checked against live group units plus queued units. A solo player already counts as one live group unit, so the number of AI followers is usually group cap - 1.
Default lobby baseline: GroupSizePlayer = 15. Values below are AI followers for a solo player.
A2 Wasp Warfare - player AI follower caps
Barracks Normal player Commander Soldier slot Soldier + Commander
Level 0 3 AI 13 AI 5 AI 15 AI
Level 1 7 AI 17 AI 11 AI 21 AI
Level 2 11 AI 21 AI 17 AI 27 AI
Level 3 14 AI 24 AI 22 AI 32 AI
| Barracks level | Normal player | Commander | Soldier slot | Soldier + Commander |
|---|---|---|---|---|
| Level 0 | 3 AI | 13 AI | 5 AI | 15 AI |
| Level 1 | 7 AI | 17 AI | 11 AI | 21 AI |
| Level 2 | 11 AI | 21 AI | 17 AI | 27 AI |
| Level 3 | 14 AI | 24 AI | 22 AI | 32 AI |
Group-slot version, including the player:
| Barracks level | Normal group cap | Commander group cap | Soldier group cap | Soldier commander group cap |
|---|---|---|---|---|
| Level 0 | 4 | 14 | 6 | 16 |
| Level 1 | 8 | 18 | 12 | 22 |
| Level 2 | 12 | 22 | 18 | 28 |
| Level 3 | 15 | 25 | 23 | 33 |
Lobby/default note: the lobby parameters default AI teams and AI commander to off, while the fallback constants in Init_CommonConstants.sqf default them on if the parameter layer is absent. Do not use the fallback defaults as proof of live multiplayer settings unless the parameter include failed or was intentionally bypassed.
The current table gives Soldier commanders a very large late-game squad. That is fun for infantry leadership, but it can become expensive for server FPS when many players fill their groups.
Suggested direction:
| Role | Suggested cap style | Reason |
|---|---|---|
| Normal roles | Keep lower, around 8-10 AI at full barracks. |
Engineers, medics, spotters and specops already bring utility; lower AI reduces background simulation load. |
| Soldier slot | Keep the big squad identity, around 16-20 AI at full barracks. |
Soldier should be the role for players who want to lead infantry pushes. |
| Commander | Add a smaller fixed bonus, such as +5 instead of +10, or only apply the full bonus to Soldier commanders. |
Commander already has strategic power; too many personal AI can pull attention away from base/economy work and add server load. |
| Specialist commander | Consider normal-role cap plus +5, not full Soldier-scale cap. |
Keeps commander survivable without making every commander a frontline platoon. |
For a public server, the cleanest tuning lever is the lobby WFBE_C_PLAYERS_AI_MAX parameter. Code changes should come later if the project wants role-specific caps rather than the current Soldier multiplier plus commander bonus.
- Do not use the unused
WFBE_C_PLAYERS_SKILL_SOLDIER_UNITS_MAX = 6constant as proof of current behavior. The live Soldier cap path usesceil (1.5 * WFBE_C_PLAYERS_AI_MAX). - If
Skill_Init.sqfever runs more than once, Soldier cap inflation can compound. Current source callsSkill_Init.sqfonce beforeWFBE_SK_FNC_Apply; keep Client skill init idempotency in the smoke plan. - Vehicle crew counts also consume group slots when selected in the buy menu (
Client_BuildUnit.sqf:216-235,237-240,364-460); empty vehicles do not consume follower slots, but crewed heavy vehicles can fill a group quickly.
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