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Conflict Escalation 1-Sheet

Carr.W

2nd Lieutenant
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This is a one-sheet for best practices for Reforger Conflict Escalation game mode: Please post replies and we can improve this over time.

Carr
2LT

Key objectives of current mode:

Passively gain team score by holding Capture Points (flags) and Capture Zones (letters).
Actively gain team score by taking actions that gain XP.

Notes from Taylor:

Yes morphine will "largely" remove the effects of battle damage but will NOT passively improve your health.

You will NOT passively regain blood either.

You will retain injuries after death if you spawn in a base that does not have field hospital.

The small changes are to impact the team as a whole and to encourage investing back into your captured bases instead of building a radio and moving on.

Engineers build faster medical units do medical actions faster logistics teams get faster exp for logistics tasks. Mortar teams get exp for completing requested fire missions.

Assault teams are the only teams that can begin capturing but you can only capture points that your sl has assigned.

You lose progress on your rank if you die.

Capture purple points to accrue points passively. Kill enemies to gain points. Deaths cost you points. Etc. there is a ticket based version of the mode I kinda wish we'd use instead.

Gemini AI generated response: (Until we get something better)

ONE-SHEET: CONFLICT ESCALATION

The "Director's Cut" of Arma Reforger Warfare


Conflict: Escalation completely overhauls vanilla Conflict into a highly structured, squad-focused tactical war. It replaces predetermined control points with player-driven logistics, strict role mechanics, and an unforgiving dynamic front line.

Core Objectives & Win Conditions
  • Locate & Destroy: Find and capture the enemy's Main Operating Base (MO).
  • Ticket Bleed: Exhaust the enemy's ticket pool (typically 250 tickets) by holding strategic objectives.
  • No Lone Wolves: Capturing any objective requires a minimum of two faction members present to prevent backdoor ghost-capping

Strategy & The Fog of War

  • Radio-Driven Recon: The map starts completely blank under a strict fog of war.
  • Dynamic Intel: Objectives and enemy positions only reveal themselves when they fall within the active signal range of your team's radio antennas.
  • Radio Backpacks: Essential gear that allows players to see their live coordinates on the map and serves as squad spawn points.
Overhauled Logistics & Anti-Spam
  • FOB-Driven Conquest: Players must build their own Forward Operating Bases, supply hubs, roadblocks, and minefields anywhere on the map.
  • Passive Supplies: Controlling harbors distributes automated, passive supply lines to connected bases.
  • Vehicle Economy: Only Squad Leaders can purchase vehicles on-demand to stop supply draining.
  • Automated Spawners: Vehicle depots automatically spawn free light vehicles (5-min cooldown), heavy vehicles (10-min), and helicopters (15-min) once the previous vehicle leaves the area.
Squad Progression & Gunplay Realism
  • Squad XP: Teamwide rank progression unlocks high-tier weapons and gear for everyone in the squad.
  • Realistic Suppression: Near-misses cause involuntary flinching, camera rattle, half-rate stamina drain, and tunnel vision. Higher ranks recover from suppression faster.
  • Wave Respawns: Replaces individual death timers with global pool wave spawns to force players to reinforce the front line together.
Advanced Medical System
  • Severe Injury Consequences: Damage severely impacts vision, weapon sway, and movement speed.
  • Persistent Wounds: Respawning at a base without an established Field Hospital causes you to spawn completely wounded.
  • Role Importance: Medics bandage significantly faster, can distribute morphine for temporary pain relief, and must build medic tents or utilize ambulances to fully heal the squad.
 
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