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Building the Battlefield: Quality Bases and Synergized Labor

GeneralMultiplayerConflict
1

State

User feedback
Issue key
ARGF-529
Access
Public
Space
Arma Reforger
Project
Game Feedback
Creator
dr3w
Created
Aug 28, 2026
Views
50
Platform
PC
Game Version
1.8.0.10
Mission
—
Is it modded?
no
Description

Instead of having a gods-eye-view that needs to be blocked when enemies are in the area to prevent the obvious exploit, why not just display something like an inventory of blueprints and equip a bundle of layout stakes to a players hand in order to mark where emplacements need to be built?

In order to make building more interesting and engaging for new and old players, why not make it more synergized with how the field emplacements are by requiring different stages and specific parts? This should not only increase team and group coordination but also aid in base design and faction power/supply distribution by not making it so easy for non-comm solos to popup helipads on the frontlines, or arsenals at remote FOBs, etc. This will require some rebalancing in terms of building exclusion zones, radio ranges and vehicle supply capacities.

Group Encampments: Filling the Spawn Gap

To complement the plan for more deliberate base building and potentially fewer overall bases, special encampments should be introduced near the frontlines. These encampments, inspired by the unused Game Master composition and FIA tents, provide limited but reliable spawn points that require radio coverage but cannot be captured (only destroyed) by enemies. They would be limited in number per faction (e.g., 2-4 depending on # of players and groups/types) and serve as strategic footholds to maintain momentum without encouraging low-effort base spam.

Stake and Shovel out the Foundation

Before walking to and manually placing the blueprint/stakes, a “line of light” should appear attached to the command tent and any other supply source in range of being pulled from.

Shovels should only be used for clearing vegetation and leveling the terrain to check for those very unaesthetic texture-tearing gaps that often appear when building on slopes, and for cleaning up debris from destroyed emplacements (for some salvaged supply). This stage should still take an amount of time to dig up or down but should only require partial supply, unless its a helipad or something that would require asphalt and a nearby construction truck.

Pitch Tents and Fill Sandbags

Emplacements that clearly require tents and sandbags should need them to be equipped to inventory (from one of the command tent crates, or an arsenal) and/or dropped in the footprint then quickly interacted with a free hand and/or shovel accompanied by a more satisfactory animation and sound effect like a tent flapping in the wind, rope tightening or sandbag thudding on the ground.

Load/Unload Heavy Objects

Larger heavy objects like the fuel tanks, hoists, seacans, quonsets, etc, should require a nearby truck with loaded supply to be interacted with and for a new option to be selected that would be emplacement specific. Something like “Unload Building Materials”, maybe this could even require multiple people or a construction or repair truck for the heaviest things like the supply containers. This way we can hopefully see less of them and more supply storage alternatives as well as the destruction tuned to include more realistic things (judging by the explosion size) like the arsenals and fuel tanks.

Finally supply containers should be made openable since they clearly have interiors and can be used to hide AI and players can even get stuck inside when diving into prone nearby on certain placements.

Reactions

Activity

    about 1 month ago
  • dr3w
    created issueabout 1 month ago
  • dr3w
    added tagMultiplayerabout 1 month ago
  • l909
    changed state to
    USER FEEDBACK
    about 1 month ago

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State

User feedback
Issue key
ARGF-529
Access
Public
Space
Arma Reforger
Project
Game Feedback
Creator
dr3w
Created
Aug 28, 2026
Views
50