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Utes Invasion Concept

rayswaynl edited this page Jul 6, 2026 · 1 revision

Utes Invasion Concept

Archived from PR #703 (Codex V2 prep sprint, lanes 427-434). Closed 2026-07-06 as docs-only spec; content preserved here.


Overview

Utes Invasion is a proposed asymmetric amphibious game mode for WASP Warfare. One side (attacker, nominally WEST) assaults the island of Utes from sea using the existing LHD carrier infrastructure; the defending side (nominally EAST) holds the airfield and key objectives. A GUER friction element is optional for the first playable build.

This page consolidates the eight-lane spec package produced during the 2026-07-03 Codex V2 prep sprint (lanes 427-434).


Ruleset (Lane 427)

  • Mode: Asymmetric amphibious invasion — attacker captures flag objectives to win; defender holds until timer expires or recaptures all flags
  • Phase structure: Beachhead establishment → inland push → airfield capture → flag contract close
  • Victory: Attacker wins by holding all primary objectives simultaneously or by meeting a cumulative flag score threshold; defender wins by timer expiry with at least one primary objective held
  • LHD reuse boundary: The existing naval HVT LHD is reused as attacker infrastructure (spawn, resupply anchor). Whether the LHD is protected attacker infrastructure or a destructible/scorable HVT is an open owner decision
  • Side assignment: WEST attacker, EAST defender (to be confirmed by owner if different)
  • GUER: Optional island friction; recommended off for first playable build, on for subsequent iterations

Terrain and objectives (Lane 428)

Utes is a small island map in Arma 2 OA. Key planning data:

  • Zones: Beachhead landing zones (west/southwest coast), inland road network, airfield (northeast)
  • Objectives: Beachhead flag, town center, airfield — exact coordinates require in-engine extraction
  • Landing lanes: Fixed landing indexes to avoid A2 boat pathfinding failures (see attacker AI doctrine)
  • Checklist items requiring owner extraction: Exact objective coordinates, flag trigger radii, sector count confirmation

Naval infrastructure and port map (Lane 429)

  • LHD reuse from the existing naval HVT feature (Init_NavalHVT.sqf); exact offsets require owner extraction from live source
  • Attacker spawn anchored to LHD; resupply cadence tied to fleet-supply economy (see economy model below)
  • Port/landing infrastructure gaps: crCTI Oden/Ares airAssault.sqf landing patterns cited as prior art; exact boat classnames and offsets to be extracted by builder
  • Open gap: LHD/fleet protection status (infrastructure vs HVT) needs owner decision before first build

Defender AI doctrine (Lane 430)

  • Coastal detection triggers QRF dispatch when attacker boats enter exclusion zone
  • Airfield defense: dedicated static/vehicle garrison, respawns on attacker capture attempt
  • GUER pressure (if active): harass attacker supply lines and contested objectives; does not directly attack LHD
  • Key tunable: QRF response time and garrison strength relative to attacker force size

Attacker AI doctrine (Lane 431)

  • Fixed landing indexes to route boats around known A2 boat pathfinding failure points
  • Amphibious assault: land units follow fixed lane → inland route → objective
  • Failure handling: if boat becomes stuck, attacker AI teleports unit to nearest land waypoint (bounded failure recovery)
  • Air support: attacker air assets (if any) staged from LHD flight deck

Asymmetric fleet/supply economy (Lane 432)

  • Attacker supply state: Replenished from LHD; logistics runs from LHD to beachhead supply point
  • Defender supply state: Standard WASP base supply, reinforced by airfield control
  • Asymmetric events: Attacker loses supply access if LHD is disabled (if HVT mode); defender loses air reinforcement if airfield is captured
  • Economy taxonomy: Beachhead established (+supply rate), airfield captured (+defender penalty), LHD disabled (+attacker penalty)

Rotation, match report, and telemetry (Lane 433)

  • Mode identified as utes_invasion in match-report metadata
  • Rotation: Utes Invasion eligible for server rotation after stabilisation (post-V2 cutover)
  • Telemetry: same AICOMSTAT family as main WASP; new event tags for beachhead, airfield, and LHD state changes
  • Stats V2 integration: standard player-kill, objective-capture, and economy events; no custom schema required

Prior art and references (Lane 434)

  • crCTI Utes: Community Utes CTI missions cited as design reference; exact implementation differs
  • Oden airAssault.sqf: Boat-landing logic from the Oden fork cited for fixed-lane approach pattern
  • Live LHD code (Init_NavalHVT.sqf): Reused as infrastructure base; builder must extract current offsets and spawn positions
  • Public Utes map evidence: Utes map dimensions and objective distribution consistent with A2 OA official DLC content

Open decisions (owner input required)

  1. LHD protection model: Protected attacker infrastructure vs destructible/scorable HVT?
  2. Side assignment confirmation: WEST attacker, EAST defender — or different?
  3. GUER activation: Active island friction on first build, or deferred to iteration 2?

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