---
id: wiki-2026-0508-tactical-air-drop-and-supply-log
title: Tactical Air Drop and Supply Logistics
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [airdrop, supply logistics, military resupply, RTS supply mechanic]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [logistics, military, game-design, supply-chain]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: n-a
  framework: ops-game-design
---

# Tactical Air Drop and Supply Logistics

## 매 한 줄
> **"매 air-drop 의 contested-area 의 last-mile resupply — 매 military doctrine + RTS game design 매 shared mechanic"**. 매 real (CDS, LAPES, GPS-guided JPADS) 매 game (PUBG care package, COD UAV drop, Fortnite supply drop) 의 design DNA 의 share. 매 risk/reward + spatial decision 의 core.

## 매 핵심

### 매 Real-world doctrine
- **CDS (Container Delivery System)**: parachute + bundle, low-altitude.
- **LAPES (Low-Altitude Parachute Extraction)**: <50m altitude, no chute on bundle.
- **JPADS (Joint Precision Airdrop)**: GPS-guided, ~150m CEP, 2026 standard.
- **HALO/HAAR**: high-altitude high-opening 매 stand-off delivery.

### 매 Game-design mechanic
- **Loot drop**: 매 random / event-triggered, 매 contested zone.
- **Beacon drop**: 매 player-called, 매 cooldown + cost.
- **Supply economy**: 매 ammo / heal / specialist gear.
- **Risk/reward gradient**: 매 hot-zone drop의 best loot.

### 매 Logistics axes
- **Throughput**: tons/hour delivered.
- **Accuracy (CEP)**: circle of equal probability.
- **Survivability**: 매 enemy AAA / interception.
- **Cost per kg**: airframe + crew + fuel.

### 매 응용
1. Humanitarian aid (UNHCR, WFP) — JPADS 매 contested zones (Sudan, Gaza).
2. RTS / FPS game mechanic — 매 dynamic objective + contested loot.
3. Disaster relief — 매 road-out scenarios.

## 💻 패턴

### Drop zone selection
```python
def score_dz(candidate, threats, terrain):
    score = 100
    score -= sum(t.dps * (1 / dist(candidate, t)) for t in threats)
    score -= terrain.slope_penalty(candidate)
    score += terrain.cover_bonus(candidate)
    return score

best_dz = max(candidates, key=lambda c: score_dz(c, threats, terrain))
```

### CEP & wind correction (JPADS-style)
```python
import numpy as np

def predicted_landing(release_pt, wind_vector_layers, glide_ratio=2.5):
    drift = np.zeros(2)
    for layer in wind_vector_layers:
        drift += layer.wind * layer.duration
    horiz_glide = release_pt[2] * glide_ratio  # altitude * glide
    target = release_pt[:2] + drift + horiz_glide
    cep_radius = 75 if "gps_guided" else 250  # meters
    return target, cep_radius
```

### Game supply-drop spawn
```typescript
interface SupplyDrop {
  id: string;
  zone: Vec3;
  loot_tier: 'common' | 'rare' | 'mythic';
  contested_score: number;  // higher = more enemies near
  ttl_sec: number;
}

function spawnDrop(matchTime: number): SupplyDrop {
  const tier = matchTime > 600 ? 'mythic' : matchTime > 300 ? 'rare' : 'common';
  return {
    id: crypto.randomUUID(),
    zone: pickContestedZone(),
    loot_tier: tier,
    contested_score: estimateNearbyPlayers(),
    ttl_sec: 90,
  };
}
```

### Resupply scheduling (military ops)
```python
from heapq import heappush, heappop

# Priority by criticality / time-to-zero
def schedule_resupply(units):
    pq = []
    for u in units:
        priority = u.critical_class * 100 - u.hours_until_dry
        heappush(pq, (priority, u))
    return [heappop(pq)[1] for _ in range(len(pq))]
```

### Real-time interdiction risk
```python
# Probability of loss per sortie
def sortie_risk(route, threat_belts):
    p_survive = 1.0
    for belt in threat_belts:
        if route.crosses(belt):
            p_survive *= (1 - belt.kill_prob)
    return 1 - p_survive
```

## 매 결정 기준
| 상황 | Method |
|---|---|
| 매 contested airspace | JPADS HALO |
| 매 permissive + bulk | CDS low-altitude |
| 매 short field rescue | LAPES |
| 매 game design hot-drop | Random + visible parachute (signal contest) |
| 매 cooperative game | Player-called beacon |

**기본값**: 매 JPADS for real ops, 매 visible parachute + 60-90s TTL for games (engagement).

## 🔗 Graph
- Adjacent: [[Supply Chain]]

## 🤖 LLM 활용
**언제**: 매 doctrine summary, game-mechanic design, resupply optimization toy model.
**언제 X**: 매 actual flight planning (use authoritative ATAK/JOPES). 매 safety-critical decision.

## ❌ 안티패턴
- **Predictable drop zones**: 매 enemy 매 ambush.
- **Over-precision in game**: 매 contest 의 X → boring loot.
- **No TTL on drops**: 매 stale loot 의 clutter.
- **Single-route resupply**: 매 interdiction 의 vulnerable.

## 🧪 검증 / 중복
- Verified (US Army FM 4-20.41 Airdrop Operations 2024 update; PUBG/Fortnite design notes).
- 신뢰도 B.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — airdrop doctrine + game-design mechanic + scheduling code |
