@AKM - Yeah swapping vehicle types looks fairly straightforward I don't know how easy it would be to place additional vehicles but I'll check. @Jager - I think maybe ditching ASR_AI3 for now might be a good idea - should decrease their engagement range as well as minimize the wandering units Here is what the authors are working on as far as features: Current features: Dynamic AI handling - with performance in mind our garbage collector does the magic AI group patrols and behavior fueled by Kronzky UPS Dynamic base start location - you will never start at the same position HC support and auto detection ( up to 3 currently ) Custom island support no matter missing world size and centerpos Custom detection of valid buildings for AI and cache spawning, without whitelisting and blacklisting Custom HQ composition Custom vehicle spawning, respawning, and abandoned vehicle check Ability to mobilize HQ and redeploy Virtual Arsenal available at MHQ ( might be changed in future ) no mods requirements cache protection from random destruction ( cache can be destroyed by anything but small arms fire, but will still be protected slightly against nearby LG and artillery fire ) mod support - currently if chosen from mission parameters RHS USF3 support, and LOP supported can be played with any mod - highly customizable easily portable to any island - currently supported Arma3 islands, AIATP Takistan and Zargabad, and with support of AIATP Al Fallujah, FATA and Kunduz Currently worked on features: HQ composition and better terrain detection for HQ deployment Custom respawn with spectator camera ( group only ) and MenuPosition respawn Constant AI tweaking and optimizing Vehicle Service point New banners logo's and other artwork Planned features: HQ mobilize request approval/denial by SL/TL from team members IED and VBIED spawning randomly across island ECM for vehicles to fight IED threats Insurgents random island vehicle patrols Insurgents vehicle patrols in the vicinity of spawned caches Insurgent tweaking to make them act more aggressively if players detected close to caches Custom loadouts based on the role Custom vehicle loadouts Making opfor side playable eventually Better mod detection and support Eventual dedicated ACE3 version Known issues: Mission does not have intro/outro - proper ending yet once all caches are destroyed - will be fixed in next version On island with a lot of clutter ( rocks, bushes etc ) it might be difficult to deploy HQ - being worked on