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3

Critical supply drain

Conflict
3

State

Awaiting internal testing
Issue key
AREXP-363
Access
Public
Space
Arma Reforger
Project
Experimental Feedback
Creator
moonlight
Created
Aug 5, 2026
Views
374
Experimental Version
1.8.0.5
Mission
—
Is it modded?
no
Description

The attached screenshots highlight a critical issue with the current supply economy.
In the first screenshot, a Sergeant-rank loadout (including the MSAR limit) costs 149 supplies. The second screenshot shows the cost of respawning at base with this saved loadout. The third screenshot indicates that the cheapest vehicle for this faction costs 125 supplies.

To illustrate the resulting supply drain, consider that one player who respawns at the base, takes the cheapest vehicle solo, dies, and repeats this process 10 times. This would burn through (149 + 125) x 10 = 2740 supplies by just one player. Even if barracks are built at the base to reduce loadout costs, this still amounts to (75 + 125) x 10 = 2000 supplies.

It is also worth noting that this calculation only uses the cheapest possible vehicle and an already expensive loadout; more expensive vehicles and loadouts will only exacerbate the issue. Furthermore, AI logistics can't compensate for this drain, and the current MSAR limit does not address the core problem—since even with barracks, the cost remains prohibitively high. Respawning at the MOB costs 0 supplies, yet it's quite common that there aren't enough supplies there even for a truck.

With each logistics truck carrying only 1500 supplies, it is nearly impossible for logistics players to keep a forward base restocked against this rate of expenditure. The current system places an unsustainable burden on the logistics team. This problem gets worse with a larger number of players.

Attachment3 files · visible to everyone

MSAR_Sergeant.jpg

165 KB

One_respawn_costs_149_supplies.jpg

401 KB

The_cheapest_vehicle.jpg

311 KB

Reactions

Activity

    about 2 months ago
  • moonlight
    created issueabout 2 months ago
  • moonlight
    changedabout 2 months ago
  • l909
    changed state to
    AWAITING INTERNAL TESTING
    about 2 months ago
  • moonlight(edited)
    about 2 months ago
    moonlight(edited)
    about 2 months ago

    A 74-second cooldown on vehicle spawning doesn't help reduce supply drain.

  • about 1 month ago
  • medoed
    about 1 month ago
    medoed
    about 1 month ago

    Perhaps it would be worth increasing the cooldown even more or making it global for the base, so that players would wait together for the transport to appear.

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State

Awaiting internal testing
Issue key
AREXP-363
Access
Public
Space
Arma Reforger
Project
Experimental Feedback
Creator
moonlight
Created
Aug 5, 2026
Views
374