— Help me implement the features you want, fix the issues you find, and make an impact on our mod!

Feature Board

Planned(11)

Add Frontline Map Overlay

Add an overlay tk the map that very subtly colors in the areas around the sectors to show players where there should be safety vs danger (friendly patrols, enemy patrols, etc.

3

AI Paradrop - Compatibility Mod

Enemy Squads paradropping in on major capture points while an attempt to capture it is in progress. Maybe have them randomly dropping in on already captured points to keep you on your toes and keep those more important areas reinforced and supported.

2

Dynamic Side Tasks

Making the Convoy, Radar, Officer tasks more dynamic spawning. Maybe give those a spawning radius of 1000/1500m. This should in turn make performance for heavy firefights smoother. I noticed on Anizay the convoys could be active right on the other side of the map most times and never be seen. The other idea is only having 'one' of each side task active at any one time. Again saving performance for the big firefights when trying to capture major positions.

1

Enemy Faction option

Add the option to change the OpFor faction from the USSR to FIA. This would open up the possibility to play against some of the really good FIA override mods that exist. As an example the 'African Military Lite' has Somali Pirate inspired loadouts and clothing for the FIA faction.

2

HQ system

Do you think it’s possible to implement the HQ system in your scenario? It would be really cool to have the various teams (assault, recon, logistics, helicopter crews, medevac) with a commander issuing orders to them.

3

Mogadishu Compat

COIN Compat for Mogadishu 🙏🏻 After playing Novka for a few hours, I really want this experience on Mog now. The chaos and feeling of being overwhelmed is perfect.

2

Mortar Strikes

Enemies have the ability to call in mortar strikes and have mortar pits we can destroy to prevent it in an area of the map

4

SCUD Hunt Side Ops

1

Sector Defense Side Ops

1

SUPPLY LOGISTIC SYSTEM

Native Supply Logistics System This system uses Arma Reforger’s existing shared Supply network to create meaningful campaign progression. Weapons, ammunition, vehicles, helicopters, repairs, defenses, and allied support would consume Supply. Players begin with limited resources and must complete COIN activities to expand their capabilities. Enemy convoys carry Supply trucks that can be captured and delivered to allied bases. Guarded depots, side missions, captured logistics vehicles, sector captures, and successful defenses also provide Supply. Destroying the cargo reduces the reward, encouraging players to secure it intact. Supply can be spent on player equipment or invested in allied sectors to reinforce garrisons, replace casualties, build defenses, deploy vehicles, and fund QRF support. The system is optional and controlled through the Game Master. It can be disabled without restarting or deleting the campaign save. Difficulty presets can adjust Supply costs and mission rewards.

6

Takistan ComPat

Takistan ComPat

1
Completed(20)

Addition of GM Place-able IEDs

1

Novka Compatbility Rollout

2

Body Retrieval

This would allow players to go retrieve the bodies of their dead comrades and return them to a FOB/MOB for reputation points

6

Construction Truck access for squad leaders only.

Unlock some of the basic building entities from the construction truck. Items like roadblocks, checkpoints, emplacements and fortifications will then be persistent across the map. The idea came from creating our own little side mission. We dressed as civilians, and drove to enemy controlled areas on the map to place radio signal towers, without trying to trigger an enemy response. We then realised it won't let you build the entities with the shovel. Building the towers is now necessary since 1.8 changed the way radio ranges work, so having these at least would be beneficial. I know they can be placed as GM but it feels like cheating 🤣

1

Add VBIEDs

Add the random chance for a vehicle to be occupied by an enemy who will attempt to destroy you by detonating themselves

6

Fix Convoy Completion

Convoys do not mark as completed when reaching their destination, but they DO disappear from the map? Need to remedy

1

Refine AI spawns to prevent in-rock spawning

Still getting AI spawning in rocks. This will be fixed with a partial rollback

1

Command Tent Additions

Adding command tents to FOBs/MOBs to allow building using native tools

4

Radio Towers Baked Into Maps

Adding the radio towers to all compatible maps and future maps

1

Radar Site and Cache visibility issue fixes

1

Move Game Settings out of Admin Box Prefab

Game settings will be getting migrated directly into game master session settings! Some new settings may be added to this as well, and the defaults will be adjusted

1

Redo Save System

Stabilize save system, pick a consisten schema, and remove all backwards compatibility support (new save system will be better but will not continue to drag along old save system files. Existing jsons that share the name system may be refactored ONCE.

1

Prevent Counterattacks on Sectors from targeting the same sector

Will implement some changes to make sure sectors that are attacked are more varied/not repeated

1

Admin Box Option - Disable/Enable Friendly NPC Traffic

1

Optimize Vehicle Spawns and Behavior

1

Verify Air Patrol Spawn Rate

Noticed air patrols can spawn in far more quickly than they should after being destroyed

1

Campaign Save Warnings

We get a large amount of warnings about saves sometimes, will be worth figuring that out to prevent issues later

1

Increase QRF Wipeout Timer

Increase to 15 minutes

1

Major Optimization Pass

1

Update Checkpoint Clear Message

Checkpoints have a very redundant message when cleared currently.

1