Frontline PVP

by trippi7
Frontline PVP

Summary

Standalone PvP territory-control game mode featuring dynamic FIA defenses, connected frontlines, persistent progress, and HQ capture victory.

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Description

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Frontline PvP is a standalone, server-authoritative territory-control game mode for Arma Reforger, designed for warfare between two opposing player factions.
US and USSR forces begin from separate Headquarters and fight across a configurable hexagonal grid. Capture FIA territory, maintain a connected corridor, cut enemy supply lines and advance toward the opposing HQ.
Frontline PvP does not require Frontline PvE.
MAIN FEATURES
• US versus USSR territory warfare
• Configurable hexagonal sector grid
• Connected frontline system
• Dynamic FIA defenses
• Persistent territory and player progression
• Join-in-progress synchronization
• Integrated team balancing
• Vanilla Command Posts, supplies and construction
• Live Game Master configuration
• Custom faction names and map colors
• Automatic HQ setup for map rotation
• Everon, Arland and Kolguyev included
TERRITORY AND CAPTURE
Only sectors adjacent to friendly territory connected to your HQ can be attacked.
If the route to your HQ is broken, isolated downstream sectors become cut off and their spawn points are disabled. Protecting your corridor is therefore as important as capturing new ground.
Players generate influence while inside eligible sectors. Capture speed, recovery and optional center-weighted influence are configurable.
The map displays faction territory, contested sectors, disconnected areas, active FIA defenses, capture progress and friendly Command Posts.
Capture notifications can be shown to everyone, limited to players inside the sector, or disabled.
FIA DEFENSES
Neutral sectors can be protected by dynamic FIA forces.
When an eligible sector is activated:
• random infantry groups deploy in waves
• a crewed FIA vehicle may spawn
• units are selected from configurable prefab pools
• the vehicle can be captured after eliminating its crew
• capture begins after the defenders are defeated
Group count, defended-sector frequency, spawn timing, spawn radius and minimum player distance are configurable. FIA defenses can also be disabled.
FIA players may capture regular sectors independently, but cannot capture Headquarters or win the match.
VICTORY
The enemy HQ becomes capturable after your faction controls the required percentage of active sectors and has a connected route to it.
Capturing the enemy HQ ends the match.
An optional territory threshold can also trigger victory when one faction controls the configured share of active sectors. Disabled cells are excluded.
After victory, the scenario can restart with the two Headquarters exchanged.
HEADQUARTERS AND MAP ROTATION
Headquarters can be assigned manually through Game Master or predefined inside a scenario.
Predefined HQ markers allow compatible maps to initialize automatically and support Frontline Map Rotation.
Game Masters can enable or disable sectors, assign starting territory, relocate Headquarters and modify most gameplay settings live.
COMMAND POSTS, CONSTRUCTION AND SUPPLIES
Frontline PvP integrates vanilla Command Posts, arsenals, construction and resource networks.
• Construction requires connected friendly territory
• Spawn points require an owned and connected sector
• Command Post ownership follows the sector owner
• Flags, arsenals and services update automatically
• Vanilla supply costs are supported
• Supply regeneration and capture rewards are configurable
• Constructed Command Posts can be limited per faction
Friendly Command Posts display supply information on the map. Enemy logistics remain hidden.
TEAM BALANCE
The integrated team balancer counts currently connected players and excludes disconnected users and FIA.
Administrators can configure the maximum US/USSR imbalance and decide whether players may change faction after their initial selection.
RANKS AND PROGRESSION
The optional vanilla rank system supports persistent XP and ranks. Configurable rewards can be granted for capturing sectors and clearing FIA objectives.
OUT-OF-BOUNDS
An optional frontline boundary warns players who move too far from active sectors. A visible countdown begins, and players who do not return are killed.
Distance and countdown duration are configurable.
SERVER CONFIGURATION
Frontline PvP creates its JSON configuration and persistence files automatically.
Most settings are also available through a dedicated Game Master tab:
• grid and capture rules
• victory thresholds
• FIA forces and prefabs
• supplies and rewards
• team and faction rules
• Command Post limits
• ranks and XP
• capture notifications
• out-of-bounds rules
• faction display names
• map and capture-bar colors
• persistence and spawn validation
Frontline PvP turns the map into a connected campaign where territory, logistics and positioning matter as much as direct combat.

License

Arma Public License (APL)

Rating
67%
Version
1.2.36
Game Version
1.9.0.37
Version size
14.41 MB
Downloads
7,146
Created
06.08.2026
Last Modified
06.11.2026
ID
6A0AE762504FC0B1