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.