Summary
Arma Reforger AI overhaul: smart cover use, real covering fire, paired assaults, medic teams, grenades, friendly-fire checks.
Description
What it does now (Milestone 1, in progress)
Defending:
each soldier holds one post and picks cover by quality and height, with key roles getting hard cover first
they leave only when the position can’t be held
moves are staggered so the squad doesn’t move at once
they don’t shuffle around or bunch up
Attacking:
better cover choice
a support group that gives real covering fire from off to the side
movers only bound forward while that covering fire is on, and now advance in pairs, about 40% moving and 60% covering
squads avoid places where several of their men fell, and only on the way in
Firefights:
faster reactions
they stick with a target
they don’t fire into walls or nearby obstacles
they still throw grenades under fire
no panicked 180° sprints
no crawling
they hold position longer
Friendly fire: they check their line of fire, keep out of each other’s lanes, and hold grenades and launcher shots when a squad mate is too close to where they’d land.
Medical:
a dedicated medic
squad leader first, then the worst casualties
smoke cover for rescues
a buddy treats a squad mate when there’s no medic
the squad leader keeps command while unconscious
Getting unstuck: a watchdog for stuck or jittering soldiers, gates propped open, and squad members waiting for the ones left behind.
Vehicles (handled in the M1Drive chat): braking for corners, traffic rules, sensible dismount distances, and support for the squad after it gets out. Driving is still being worked on.
Performance: a per-minute performance log. Battles of 100–140 soldiers held 84–242 fps.
Milestones
M1, core AI fixes: infantry is user-approved and still being refined; vehicles are in progress.
M2, Game Master controls: not started.
M3, squad tactics: not started.
M4, an AI commander that runs the battle on its own: not started.
M5, AI flight: not started.
License
Arma Public License (APL)