@Savage, I'll look into those easy fixes. But yes, the main issue is that, when testing with say, 14 players, the mission runs as intended. But with our average server load of 50+, no ALiVE units spawn. Thing to note, is that the spawn limiter for that mission WAS at 50. And I think we had at least 48 players.
@Friznit: Yeah, I've started understanding that and 'hand sculpting' AOs and unit counts. The problem was that that mission only had a handful of active AI units as wild cards, while most of the AI were CQB OR DAC patrols to make sure the combat was centralized.
It has to be an issue with how groups are perceived (On our end, most likely) because raising the group limiter works. It would certainly explain away our issues, if each player is being considered a group. We do have it set so we can spawn into empty slots during a mission and "JIP" could that be it?
I realize I'm being a big pain in the rear, but I can provide a copy of our framework if that would help.