Updated read me in include medic/salvage systeem info.

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iTracerFacer 2025-12-01 10:04:48 -06:00
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README.md
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@ -47,6 +47,86 @@ The Convoy script implements a dynamic convoy escort system featuring:
- **Route integrity monitoring** to prevent waypoint manipulation
- **Coalition-specific operations** with configurable templates
## Integrated MEDEVAC and Salvage Systems
The CTLD system includes two interconnected economy systems that create dynamic mission progression and resource management.
### MEDEVAC (Medical Evacuation) System
The MEDEVAC system simulates casualty evacuation and medical support:
#### How It Works
- When enemy ground vehicles are destroyed, surviving crew members spawn at the wreck location
- Crews broadcast distress calls with their grid coordinates and request immediate evacuation
- Players must respond quickly - crews have a limited survival window (typically 15-30 minutes)
- Failed evacuations result in crew KIA and permanent vehicle loss
#### Evacuation Process
1. **Receive Alert**: Coalition receives MEDEVAC request with grid coordinates and crew count
2. **Locate Crew**: Use F10 menu to get vectors to stranded personnel
3. **Pickup**: Land or hover near crew location and hold position to load casualties
4. **Transport**: Fly crew to an active MASH (Mobile Army Surgical Hospital) zone
5. **Delivery**: Land in MASH zone and hold for offloading (typically 25 seconds)
6. **Reward**: Earn salvage points based on crew size and vehicle type
#### Salvage Points
- Salvage points are earned by successfully delivering MEDEVAC crews to MASH zones
- Points accumulate per coalition and are shared across all players
- Higher-value vehicles (tanks, IFVs) provide more salvage points
- Points can be used to "purchase" out-of-stock items from the crate catalog
### Sling-Load Salvage System
The salvage system creates opportunistic resource collection from battlefield wreckage:
#### How It Works
- When enemy units are destroyed, there's a chance (configurable per coalition) that salvageable wreckage spawns
- Wreckage appears as cargo crates with weight, value, and expiration timers
- Players can sling-load these crates using helicopters and deliver them to salvage collection zones
#### Salvage Categories
- **Light Salvage**: 500-1000kg, 1-2 points (50% spawn chance)
- **Medium Salvage**: 2501-5000kg, 5-10 points (30% spawn chance)
- **Heavy Salvage**: 5001-8000kg, 15-24 points (15% spawn chance)
- **Super Heavy Salvage**: 8001-12000kg, 32-48 points (5% spawn chance)
#### Collection Process
1. **Locate Wreckage**: Receive coalition alert with grid coordinates and estimated value
2. **Sling Load**: Hover over crate and hook it with helicopter sling
3. **Transport**: Fly crate to an active salvage collection zone
4. **Delivery**: Release sling within zone boundaries to complete delivery
5. **Condition Bonus**: Intact deliveries receive full value; damaged crates lose value
#### Dynamic Features
- **Expiration Timers**: Crates deteriorate over time (default 1 hour) if not collected
- **Weight Simulation**: Heavier crates affect helicopter performance
- **Zone Restrictions**: Must deliver to designated salvage zones for credit
- **Condition Multipliers**: Undamaged (1.5x), Damaged (1.0x), Heavy Damage (0.5x)
### Strategic Impact
These systems create several gameplay dynamics:
#### Resource Scarcity
- Limited initial salvage points encourage early MEDEVAC operations
- Out-of-stock items can only be unlocked through salvage accumulation
- Players must balance combat operations with logistics support
#### Mission Progression
- Successful MEDEVAC operations provide resources for advanced builds
- Salvage collection creates incentives for aggressive operations
- Failed evacuations represent permanent losses that affect mission outcome
#### Coalition Competition
- Salvage points are tracked per coalition
- Both sides can collect salvage from enemy wrecks
- Resource advantages can shift based on operational success
#### Risk/Reward Balance
- High-value targets provide more salvage but are more dangerous
- Time pressure on MEDEVAC creates urgency without being punitive
- Salvage collection rewards thorough battlefield cleanup
## Setup Instructions
### Prerequisites
@ -211,6 +291,22 @@ See `Moose_CTLD_Init_DualCoalitions.lua` for a complete example setting up both
7. **Build Units** using Operations → Build menus
8. **Load/Deploy Troops** for combat operations
#### MEDEVAC Operations
1. **Monitor for Alerts** when enemy vehicles are destroyed
2. **Get Vectors** using F10 → CTLD → Navigation → MEDEVAC Vectors
3. **Pickup Crews** by landing/hovering at their location and holding position
4. **Transport to MASH** zone (marked with beacons and smoke)
5. **Deliver** by landing in MASH zone and holding for offloading
6. **Earn Salvage Points** for successful deliveries
#### Salvage Collection
1. **Receive Alerts** when enemy wrecks spawn salvage opportunities
2. **Locate Crates** using F10 → CTLD → Navigation → Salvage Vectors
3. **Sling Load** by hovering over crate and hooking with helicopter
4. **Transport to Zone** fly to active salvage collection zone
5. **Deliver** by releasing sling within zone boundaries
6. **Check Status** using F10 → CTLD → Logistics → Salvage Status
### FAC Operations
1. **Spawn** in a FAC-configured aircraft (group name containing "AFAC", "RECON", or "RECCE")
@ -251,9 +347,20 @@ AircraftCapacities = {
### MEDEVAC System
- `InitialSalvage`: Starting salvage points
- `MobileMASH.Enabled`: Deployable medical units
- `SlingLoadSalvage.Enabled`: Salvage collection from wrecks
- `InitialSalvage`: Starting salvage points for the coalition
- `MobileMASH.Enabled`: Enable deployable MASH units via crate builds
- `MobileMASH.ZoneRadius`: Radius of MASH zones in meters
- `MobileMASH.BeaconFrequency`: Radio frequency for MASH beacons
- `MobileMASH.AnnouncementInterval`: How often MASH locations are announced (seconds)
### Sling-Load Salvage System
- `SlingLoadSalvage.Enabled`: Master switch for salvage system
- `SlingLoadSalvage.SpawnChance`: Probability of salvage spawning when enemy units die (per coalition)
- `SlingLoadSalvage.WeightClasses`: Configuration for salvage categories and values
- `SlingLoadSalvage.CrateLifetime`: Time before salvage crates expire (seconds)
- `SlingLoadSalvage.MaxActiveCrates`: Maximum simultaneous salvage crates per coalition
- `SlingLoadSalvage.ConditionMultipliers`: Value modifiers based on delivery condition
## Troubleshooting