Arma 3
Frontline Operations - [ALPHA RELEASE]
FLO - Frontline Operations

Frontline Operations is a dynamic, large-scale PvE experience where strategy, teamwork, and adaptability decide victory. FLO is designed to entertain a hardcore audience (i.e., the Milsim Community!). Frontline Operations focuses on extending gameplay for large units or communities interested in dedicating significant time and coordination to an almost Zeus-like experience.

Required Mods: CBA & ACE3

WHAT MAKES FLO UNIQUE?

  • Intelligent OPFOR Commander—AI that strategizes—flanking, encircling, and launching coordinated assaults with artillery, drones, and helicopter insertions.
  • Loot Intel—from enemy corpses (maps, orders) or hack radio towers to reveal hidden objectives (arms caches, HQs).
  • Intel Decay—forces urgency; act fast or lose the advantage. Higher intel levels warn of incoming QRF or artillery.
  • Dynamic Resource Systems—OPFOR gathers manpower/logistics to fuel attacks. Cut supply lines by destroying outposts and HQs!
  • Living World—Civilians, patrols, and randomized side missions (rescue, destroy, recon) keep the battlefield unpredictable.
  • Built-In Restricted Arsenal System (Config Knowledge Required).
  • Full ACE3 Support.
  • Full Faction Support (Config Knowledge Required).
  • R3F Logistics Integration (Free Build!).
  • Tons of Side Missions (Gained by Collecting Intel).
  • Dynamic Objective Spawning—Even on the same maps, every reset of a campaign, the objectives will be placed differently.
  • Many Different Types of Objectives—That can disable certain types of reinforcements or actions for OPFOR (Barracks, Recon Sites, Outpost, Headquarters, Radar Stations, Infantry Sites, Roadblocks, and more!).
  • FLO "Do More With Less" Approach to AI!

I call it "do more with less," but what does that mean? As an Arma Mission Developer, I've played almost every game-mode. They are all great, but my community was seeking more. I eventually decided to create this game-mode with the intention of creating intelligent AI that doesn't need to send battalion after battalion of troops to slow you down but instead uses real tactics, all available assets in a smart and consistent way, with real logistics and real intelligence. I strive for performance in all my features and improvements. My key saying is "Performance & Difficulty (lol)!"

HELICOPTER CAS SUPPORT
  • OPFOR attack helicopters now use standoff tactics, engaging with laser-guided rockets and chain-guns, with targets being called in by an RTO/FO on the ground.

ARTILLERY SUPPORT
  • OPFOR Forward Observers call in 155mm cluster shells and HE rounds to soften your defenses.
  • Artillery batteries enter reload states (3+ minutes) if drained—destroy supply lines to cripple their firepower.
  • Stay mobile! Lingering near a strike zone risks follow-up salvos.

RECON DRONES & SENSORS
  • OPFOR deploys UAVs to scout player movements, feeding intel to artillery and QRF teams.

DYNAMIC RESOURCE SYSTEMS
  • OPFOR isn’t infinite. Their attacks hinge on manpower/logistics gathered from outposts and HQs.
  • Escalate Carefully—Higher aggression = Battalion-sized QRFs with armor and CAS.
  • QRF & Offensive Operations take resources (halt them to stop the advance!).
  • (WIP) Garrison System for Objectives will take resources & will have a logistic network you can cut via roads.

Currently, the game-mode is in Alpha Testing, meaning I do not plan to release it to the public until it is 100% finished. However, if you want to try our game-mode, join our Discord!

FLO DISCORD[discord.gg]
Last edited by Angel; Mar 1 @ 11:14am
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Angel Mar 1 @ 11:15am 
Updated Msg Format to list features and details !
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