Sickboy hit the nail on the head for my intended behavior.
This was an extension for mainly large-player missions and unit caching (read: > 60 player COOP missions).
This allowed us an extra extension on disabling AI; this also allowed us to create custom ambient civilians. The tests/initial implementations for these are internally (@ UO) known as jcache and jciv respectively. They results were:
Perform the following to actually allow for > 700 AI on the map, with 30 players, with minimal lag.
This allowed me to completely 100% remove all performance and network oriented processing for a given unit / group of units. The end result was:
_unit = _x;
_unit disableAI "TARGET";
_unit disableAI "AUTOTARGET";
_unit disableAI "MOVE";
_unit disableAI "ANIM";
_unit disableAI "FSM";
_unit enableSimulation false;
_unit allowDammage false;
} foreach _groupUnits;
1. Leave only the leader of a group on the map
2. Perform the above
3. Move them to -1000,-1000,-1000 on the map
Additionally - for the sake of a "Not broken ambient civilians" module I was working on, this allowed me to disable the massive script overhead of the default AI behavior even for civilian units in concern to the danger FSM. This allowed me to strictly perform the processing myself via SQF (using PFH/triggers and my own queuing mechanism for processing). This meant much more basic "ambient" civilians, at a much lower server performance cost for count.
That about sums up what the initial intent behind that feature request was, and my results with it.