As we all know, the AI in Arma Reforger can be a bit quirky. Here’s a structured roadmap that starts with basic fixes and builds up to bigger features.
# 1. Fix the core issues
- **AI commanding issues when dying**
- **Pathfinding glitches**—on foot and in vehicles
- **Slow reaction times**
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# 2. Add clear feedback
- Pop-up or chat messages that flag AI errors, issues, or tips whenever a player interacts with them.
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# 3. Provide a tutorial / boot camp
- A short training mission that shows how the AI works and how to command it.
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# 4. Introduce new features
| Area | Feature |
|------|---------|
| **Performance** | **Side-server AI processing**—a separate process handles AI movement so the main server stays smooth; each AI acts like an extra “player.” |
| **Tactics** | Classic formations (line, column, diamond, etc.). |
| **Tactics 2** | Convoy mode, with the ability to assign specific seats or vehicle positions. |
| **Engineering** | AI can build or demolish with shovels and push/repair disabled vehicles. |
| **Command** | Split squads into sub-groups or fireteams for multi-vehicle ops or area defense. |
| **Command 2** | Let players set AI behaviour (aggressive/defensive), weapon stance, walk speed, stance height, etc. |
| **Logistics** | Live AI count and cap (e.g., “12 / 40 AI deployed”). |
| **Base building** | More tents → more AI spawn slots—ideal for rear-area bases (recruiting AIs). |
| **Base building 2** | Living quarters increase the AIs skills |
| **Garrisoning** | Manually assign AI to bunkers, mortars, MG nests, sniper perches, etc. |
| **Spawning** | Add categories to the AI spawning UI. Add AI special forces, groups of 4 high skill/stuff AI, but costing 1 000 supplies a group. |
| **Settings** | Mission/Server based AI settings for all kinds of parameters (precision, perception, suppression skills, taking cover, etc..) |
## **Building automation**
**Two implementation options:**
1. **Direct assignment**
- players post AI into deployable buildings.
2. **Building upgrades**
- upgrading a structure allow assigning AIs to this building, for specific interaction.
Examples:
- **Vehicle station:** AI mechanics auto-repair parked vehicles.
- **Fuel station:** AI refuelers top up nearby vehicles.
- **Aid tent:** AI medics heal friendlies (they stay inside during combat).
- **Other structures:** MG crews, sniper teams, etc. Non-combat specialists switch to combat roles if the base is attacked (except medics, who keep healing). |
## **Management UI**
“AI Manager” menu (like the player-group screen):
- See each unit’s rough location (“North of X Lake”)
- Check activity (attacking, defending, following, repairing…)
- Actions (remove from squad, transfer to base, etc.)
- View rank, role, ammo, and assign to fireteams. |
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# Linked tickets
- **T185259**
- **T190650**
- **T191478**
Implementing these fixes and features will make AI commands smoother and open up deeper tactical and logistics options for every player.