**Suggestion for an AI rework in Arma Reforger**
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.
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# 1. Fix the core issues
- **AI don’t enter vehicles sometimsometimes refuse to enter vehicles**
- **Pathfinding problemglitches**—bothon foot and in vehicles and on foot
- **Slow reaction times**
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# 2. Add clear feedback
- Show briefPop-up or chat messages (top-right corner or in chat) that flagthat flag AI errors, issues, or tips whenever youa player interacts with AIthem.
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# 3. Provide a tutorial / boot camp
- Include a
- A short training mission that explainsshows how the AI works and how players can control it effectivelyto 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. |
| **Performance** | **Off-loadEngineering** | AI to a side server**—a separate process handles AI movement so it doesn’t bog down the main server;can build or demolish with shovels and push/repair disabled vehicles. each AI behaves like an extra “player.” |
| **TacticsCommand** | Add classic formations: line, column, diamond, etcSplit squads into sub-groups or fireteams for multi-vehicle ops or area defense. |
| **TacticsCommand 2** | Add convoy and being able to select positions in convoysLet players set AI behaviour (aggressive/defensive), weapon stance, walk speed, stance height, etc. |
| **EngineeringLogistics** | Letive AI build or demolish with their shovelscount and cap (e.g., and push/repair vehicles to get them back on the road“12 / 40 AI deployed”). |
| **CommandBase building** | Allow squads to split into sub-groups or fireteamsMore tents → more AI spawn slots—ideal for multi-vehicle ops or rear-area defensebases. |
| **Command 2Garrisoning** | Being able to change the AI's behaviourManually assign AI to bunkers, mortars, weapon stanceMG nests, walking speed/heightsniper perches, etc... |
## **Building automation**
**Two implementation options:**
| **Logistics** | Display a live AI count and cap, e.g.,1. “12 / 40 AI deployed.” |**Direct assignment**
| **Base building** | The more tents a base has, the more - players post AI it can spawn—great for rear-area stagingnto deployable buildings.
2. |**Building upgrades**
| **Garrisoning** | Let players assign AI to specific bunkers, mortars, or other assets. | - upgrading a structure auto-spawns the appropriate AI.
Examples:
- **Vehicle station:** AI mechanics auto-repair parked vehicles.
- **Fuel station:** AI refuelers top up nearby vehicles.
| **Management UI** | Add an “AI Manager” menu (similar to the player group menu) where you can: •- **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 what they’re doingactivity (attacking, defending, following, etc.) • Perform arepairing…)
- Actions (remove from squad, transfer to base, etc.)•
- View rank, role, ammo, and assign them to fireteams. |
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Get# Linked tickets
- **T185259**
- **T190650**
Implementing these fixes and features in place wouldwill make AI commanding AIs smoother and open up newdeeper tactical options for everyone.
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Linked tickets :
- T185259and logistics options for every player.