Public Beta — This Feedback Tracker is currently in public beta. For most issues, please visit feedback.bistudio.com
1
Issue Key
State
Access
Public
Project
Creator
Created
Jun 3, 2026
Views
57Attachments
No attachments
Experimental Version
Mission
Is it modded?
Description
Dear Arma Reforger Development Team,
First of all, thank you for introducing FIA as a playable faction in Update 1.7. The addition of a partisan faction has brought a completely new style of gameplay to Conflict mode and has enormous potential for future development.
After spending time with the current FIA implementation, I would like to share several ideas that could help transform FIA from a lightly equipped third faction into a true resistance movement with its own strategic identity.
At present, FIA often feels like a group of raiders rather than a genuine insurgency. While the faction is enjoyable to play, it has limited influence over the strategic course of the conflict.
I believe FIA should not compete with the US and Soviet forces through conventional territorial control. Instead, it should rely on asymmetric warfare, intelligence gathering, sabotage, and support from the local population.
Population support could become FIA's primary strategic resource.
Possible mechanics:
Helping settlements increases loyalty.
Civilian casualties decrease support.
Friendly settlements reveal enemy movements.
High support unlocks hidden caches.
Villages provide supplies, transportation, or intelligence.
This would create meaningful interaction between FIA and the civilian population while making hearts-and-minds warfare an important aspect of gameplay.
Players could establish informant cells in towns and villages.
Informants could:
Report convoy movements.
Track helicopter activity.
Reveal recently captured bases.
Create temporary intelligence markers.
This would provide FIA with a unique intelligence network that compensates for its lack of military resources.
A resistance movement should be capable of affecting the enemy far beyond direct combat.
Potential actions:
Bridge demolition.
Road mining.
Sabotage of radio towers.
Attacks against logistical facilities.
Disruption of supply routes.
This would allow small FIA groups to influence the battlefield by targeting infrastructure rather than territory.
Instead of relying on traditional FOB mechanics, FIA could operate through a network of clandestine facilities.
Small hidden storage.
Contains:
Weapons.
Ammunition.
Medical supplies.
Cannot be used as a spawn point.
Medium-sized facility.
Allows:
Equipment changes.
Supply storage.
Vehicle storage.
Limited respawns.
A full FIA operational base.
Provides:
Respawn capability.
Repairs.
Resource storage.
Equipment production.
However, larger facilities become increasingly vulnerable to detection.
Every FIA facility could possess a concealment rating.
100% — Completely hidden.
75% — Detectable only through visual inspection.
50% — Radio traffic may be intercepted.
25% — Intelligence indicators begin to appear.
0% — Base becomes visible on the map.
Concealment could decrease due to:
High player activity.
Nearby firefights.
Vehicle traffic.
Radio communications.
Large supply stockpiles.
This would create a constant balance between expansion and secrecy.
FIA facilities could be hidden inside:
Farms.
Barns.
Garages.
Attics.
Basements.
From the outside, these locations would appear completely civilian.
Enemy forces would need to conduct search operations to uncover them.
Inspired by real-world resistance movements, FIA could construct:
Bunkers.
Tunnels.
Underground command centers.
Hidden communication stations.
Such facilities could not be discovered through simple aerial reconnaissance.
FIA could benefit from a dedicated underground economy.
Possible systems include:
Black markets.
Smuggling operations.
Captured equipment trading.
Foreign funding networks.
This would give logistical raids and resource acquisition greater strategic importance.
Rather than functioning as a single centralized faction, FIA could operate through independent regional cells.
For example:
Northern Cell.
Central Cell.
Southern Cell.
Each cell would maintain its own:
Caches.
Hideouts.
Supply network.
Destroying one network would not eliminate the entire resistance movement.
This is arguably the most important feature.
Regular armies currently win through territorial control.
FIA could instead achieve victory by:
Reaching a required level of population support.
Destroying logistical infrastructure.
Maintaining a network of hidden bases.
Making occupation too costly for conventional forces.
The goal of a resistance movement should not be conquering the island, but exhausting and destabilizing its occupiers.
Gameplay systems should actively encourage classic guerrilla tactics:
Ambushes.
Short raids.
Convoy attacks.
Patrol harassment.
The objective should be controlling the pace of the conflict rather than holding territory.
If only a few features can be implemented in the near future, I believe the highest priorities should be:
Population Support System.
Informant and Intelligence Network.
Sabotage and Infrastructure Warfare.
Hidden Bases and Cache Networks.
Base Concealment Mechanics.
Alternative FIA Victory Conditions.
Together, these systems would transform FIA into a truly asymmetric faction that plays by fundamentally different rules than conventional armies.
Thank you for your continued work on Arma Reforger and for expanding the possibilities of asymmetric warfare within Conflict mode.
Kind regards,
An Arma Reforger Player
You are not signed in. Please sign in to see more details.
Issue Key
State
Access
Public
Project
Creator
Created
Jun 3, 2026
Views
57Attachments
No attachments