
I think the only requirement will be to have QG.
This is an attempt to create an unstructured, asymmetric combat simulator. The genesis of this idea was to have a kind of instant combat mission. Random generation of enemies and supplies.
What happens is that, at the mission start, troops are spawned in cities, and markers show the relative number of forces in the area of that town/city.
http://i26.photobucket.com/albums/c114/ ... Map08a.jpg
The markers are updated dynamically, at random intervals.
http://i26.photobucket.com/albums/c114/ ... Map06c.jpg
The AI troops are generated in such a ways as to try to induce combat.
http://i26.photobucket.com/albums/c114/ ... Map09e.jpg
The groups themselves are a mix, though, of random individual troops.
http://i26.photobucket.com/albums/c114/ ... Map09j.jpg
During gameplay, items will spawn, indicated by smokeshells (of random color).
http://i26.photobucket.com/albums/c114/ ... Map07a.jpg
When vehicles spawn, if AI ar near, they may be loaded into the vehicles. Air vehicles may spawn with pilots.
http://i26.photobucket.com/albums/c114/ ... Map10b.jpg
Also, as noted in that pic, you can teamswitch to the leaders of spawned groups.
You start with a unit of your own (that you can also teamswitch to) and access to a Blackhawk and a Little Bird. After that, it is entirely unstructured.
In terms of betatesting, I'm interested in:
1) No script errors. I seriously doubt I've managed to script this without some errors. But, given the random nature of it, it is hard to really know for sure.
2) Balance. Whether there is too much or too little spawning of things and troops.
3) Gameplay. There is the potential for blue AI to get in "red" vehicles, and vice versa. Target identification will be very important.
There are hints to keep me apprised of what is going on, which will obviously be removed for release. (If you ever see an ammobox total of more than 3, something is wrong.) I also have some ideas for improvements (most notably, make it MP), but I am very open to new ideas.
Here is the link to the OFPEC betatesting thread, with download.

http://www.ofpec.com/forum/index.php?topic=32835.0