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Revamping ARMA Reforger: AI-Driven Structure and Strategic Warfare
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Description

This tech demo of ARMA 4 is impressive and offers a glimpse into what’s next, but this critique focuses on Reforger as it currently stands.

The main issue is the player base. While the Conflict mode is well-designed, it fails with random players due to a lack of coordination, communication, and enforced structure. With 120 players (60 per side) on massive maps designed for larger-scale operations (battalion or brigade level), the gameplay feels disjointed. Players sandbox freely without a chain of command, and essential roles like logistics and defense are neglected, rendering bases ineffective and empty.
This lack of organization allows small, coordinated groups to dominate, exploiting the chaos. For Conflict mode to work as intended, all 120 players need to operate as structured, disciplined teams. However, finding 60 players per side willing to function within a military-style hierarchy is nearly impossible, limiting the mode’s appeal to highly dedicated clans with a hardcore military focus.

To address these issues, the solution could be to shift decision-making and the chain of command entirely to AI. Players should be automatically organized into squads—3-4 squads per platoon, with each squad consisting of 14 players divided into 4-man teams. The Platoon HQ would be AI-controlled, orchestrating gameplay on both sides to create scripted, military-style events. This would guide player platoons toward objectives in a structured and strategic manner.
Additionally, AI should take on the roles of Team Leaders and Squad Commanders, implementing basic military tactics like deliberate attacks and movement-to-contact maneuvers. This would ensure players are directed into cohesive and organized actions. Logistics, base population, and defense manning should also be handled by AI, populating the map dynamically as players contest and expand control. This approach would provide a more structured and immersive experience, reducing the chaos and inefficiency caused by uncoordinated player actions.

AI-controlled units on the map, responsible for logistics, base defense, and overall map control (such as patrols and checkpoints), could function as a form of "supply." These AI reinforcements would be delivered dynamically via planes, helicopters, or ships, creating a logistical layer to the game. Losses of these AI-controlled soldiers would take time to replenish, introducing a manpower attrition mechanic.
This system would shift the focus of the conflict to managing both territorial control and resource attrition. Players would need to prioritize not only securing objectives but also protecting supply routes and reinforcement assets. The gradual replenishment of AI forces would simulate the ebb and flow of a real conflict, where sustained losses have tangible consequences, adding depth and strategy to the gameplay.

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 11 x64
Operating System Version
Not relevant.
Category
General
Steps To Reproduce

N/A

Event Timeline

michup86 created this task.Dec 16 2024, 2:40 AM

Implementing an AI-driven chain of command, along with AI-managed logistics and map control, would naturally limit the effectiveness of the free-roam approach. However, this structured system would offer significant benefits. Players would passively develop an understanding of military tactics and operations simply by participating in coordinated maneuvers, engagements, and strategic positioning led by AI.
Over time, these experiences would cultivate a proper military mindset in players, as they learn through action while still enjoying the game. The AI-driven framework would serve as both a guide and a teacher, ensuring players gradually adapt to and appreciate the principles of teamwork, strategy, and disciplined gameplay.

Interesting suggestion but id personally prefer a human to be ultimately in charge of the faction. Create a voting system that allows a player to become leader of their faction. Have the vote on a timer so after every vote people can put their name forward and offer to lead the faction while the current leader is active, then every fifteen minutes or so a new vote can occur to either oust the current leader if they are making poor decisions or keep them. Give the leader the ability to give preset commands that show up in text on screen for everyone in a particular squad or the faction as a whole. That way if other players are out of radio range or cant communicate via radio they can still receive orders. Give the faction leader the ability to change the platoon channel and have it as something on other players screen (current platoon channel is: X). Attempting to change platoon channels when the enemy has your comms is very difficult at the moment as people are constantly leaving and entering the game, missing the text chats regarding it, etc. With this system people can choose to ignore orders and carry on playing how they want or they can follow orders but not have to interact with other faction members or have a working microphone to do it. With the new changes to spawning and the threat of mortars easy communication and coordination is going to be essential.

Geez changed the task status from New to Feedback.Dec 17 2024, 8:28 PM