The exact number you can keep going without loading the server too much is anyone's guess. Practical tests using the server admin command "#monitor" will show you some stats on the dedicated server load.
However, don't lose hope just yet ;D
I suggest you check out and try to use the "
AI On Demand" system bn880 of CoC fame has been working on. This will let you put a shedload of units in the mission. The
AIOD system then puts them "in stasis" (essentially despawns them) and will later bring them back to life according to your mission's needs.
The groups that are removed on mission start are later brought back to life depending on what condition you set for their return to action. The groups will retain their editor-placed waypoints and get back to work as soon as they are spawned back.
Refer to this thread on the official BIS forums:
The Bastige Island 6 which is bn880's "poster child" AIOD mission. The core AIOD system is available as a separate download too, in the first post of said thread.
Currently there isn't much of any documentation or any tutorial, but check the readme.txt in the subfolder of the AIOD folder. Opening the mission itself is also a good way to check out how things are done. In short, the process is:
- Create your mission as you usually would and don't be shy to add more groups than you think is possible
- Place a big trigger, "Anyone present", "Repeatedly" covering the whole mission area. Name the trigger "CoC_MainTrig"
- In the init line of each group leader whose group should be removed, put a call to add that group to the system (see below)
The init line call looks something like this:
[this, <condition code string>] call loadFile "CoC_AD\addGroup.sqf"
Where <condition code string> is periodically evaluated to see if the group should be brought back. When it evaluates to "true", that happens. Some examples:
{counterattack} - group will be respawned when counterattack is set to true
{_d < 1000} - group respawned when any of its enemies are within 1000 m