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Locations again are mostly random, there's some logic behind it for the earlier rounds, keeping them in or near the opened up areas, but that rule changes later on to encourage more of the map to be opened.
As for requesting evac, the hint text changed to 'request transport' a little after the map launched, but you should still be able to transmit the message assuming you're doing it on a reasonably early round and the zeppelin isn't already in place.
Around round 17, you'll hear a Morse transmission from the radios and the zeppelin will arrive within a round or so if it hasn't been called already, as a sort of safety net for newer players, especially those playing solo.
Perk selection is random, excluding the Jugg guarantee for the 3rd success, and the QR guarantee for the first success in solo.
Failure conditions are slightly more complex, zombies can disrupt the perk spawn by destroying the machine. Additionally if not enough souls are obtained and the timer reaches 0, the machine will go into a 'meltdown' phase (when the alarm plays and the countdown becomes red), in which a single soul will net a success. Hitting 0 in this state will also result in a failure.
Im not really covering bell difficulty, location selection etc for the sake of simplicity, but that is the gist. I do get how it is a little complicated though, totally valid criticism.