What do you expect simulator mode of infantry fighting

Logistics Operations and Player Roles

Dual‑squad control

  • Each player manages one combat squad and one logistics squad. The logistics squad determines what is carried to the front and how many deployables are available.

Logistics routing and automation

  • Players can draw routes for automated logistics convoys. Convoys follow player‑defined paths and can be manually controlled at POIs to place deployables or build FOBs.
  • Provide a default automated logistics route for casual matches and full manual control for competitive or simulator matches.

Deployable limits and progression

  • Deployable counts are limited by total logistics cargo delivered to the frontline and the number of logistics squad members.
  • Support units and deployables can be gated behind a separate research line or player rank progression.

Spawn and Supply Example Flow (match timeline)

  1. Pre‑match (−2:00): Teams spend initial supply to place a shared infantry spawn near a designated FOB location.
  2. Match start: Initial FOB is active; logistics convoys depart main base toward player‑drawn routes.
  3. Frontline sustainment: Logistics vehicles deliver cargo to FOBs; FOBs provide shared spawns, deployables, and limited resupply.
  4. FOB contested: If FOB supply is depleted or supply node destroyed, FOB becomes disabled; deployed items remain but cannot be resupplied.
  5. Reestablishing supply: Teams must escort logistics convoys or build new FOBs to restore frontline resupply and spawn capacity.

Risks, Mitigations, and Balancing Guidance

Risks

  • FOB camping and spawn trapping: risk of static, unfun spawn control.
  • HE spam: risk of unlimited long‑range bombardment if HE is cheap or easily resupplied.
  • Complexity overload: new players may be overwhelmed by logistics micromanagement.

Mitigations

  • FOB anti‑camping: require logistics vehicle delivery and a short build window for HAB placement; visible supply circles and HAB cooldowns.
  • HE gating: high supply cost for HE, slow HE resupply at FOBs, and AP front resupply allowed while HE is restricted to bases.
  • Accessibility: default automated logistics routes and optional automation reduce micromanagement for casual players.

Balancing guidance

  • Use iterative playtests to tune supply costs, FOB radius, logistics vehicle capacities, and spawn values.
  • Expose supply and FOB status in the HUD for transparency.
  • Adjust HE supply coefficients and TNT equivalence tiers to balance deterrence vs. viability.

Map and Mode Design Recommendations

  • Favor larger maps to allow maneuver and avoid forcing vehicles into a single choke point.
  • Design POIs and terrain to reward logistics protection and create meaningful objectives around FOBs.
  • Encourage mixed playstyles by making logistics a strategic objective: teams that control supply lines gain sustained combat power.
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I expect it to be canned and not released

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The humble fab-3000 umpk looking at my 3600 supplies, 20 minutes worth construction efforts:

rubhandsl

Jokes aside, I love the idea

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The Squad guy

Squad/Arma/Foxhole experience but with a little more vehicle support.

Imagine doing LOGISTICS, playing infantry, playing tanks/apc/ifv, playing CAS with ground intel or even coastal guard in a big map.

With infantry also capable of building super FOBs

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Also encouraging proximity chat would be nice too.

I’m waiting for the developer to screw up, as always.

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acturally i’m trying to reduce the affect of super big bomb, as a single one would likely destry all building of the block. so either it’s heli + rocket only, or needs loads of RP to deploy** (kinda like commander skill or nuke, where u can hop back to current vehicle, but the strike is operate by real player), and AA is also strictly limited to light tanks and inf IR missle

this will helps to reduce AA support density

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I mean besides CAS ability should be limited to the density of a real battle, it will be my dream game

also, current enlisted mode of playing does not allow assinging AI to deployed wepons and operate them automatically. Imagine in the future, u can construct all the defense line just by assigning AI and let the line keep by themself ; ) (untile the fab-3000 knock the superfob)

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if the game still run on few player(which is likely what they planned on because of the server issue) a single chat of commander cannel would be enough, since each player is playing 1-2 squad, with additional proximity chat that both frendly and oppoent can hear would be extra fun

yes, here i am a squaddy, squad is becaming unplayable due to recent updates(well since 6.0 ICO), so i’d expect this game mode would be extra successful.
also warthunder, squad, brokenarrow and HLL shares loads of player base. Who would not like to play a better optimized version with full internal vehicle damage

Yeah I was just kidding, I actually love that idea

That would be awesome, imagine building a machine gun nest or assigning sandbags that your AT soldier would guard on a map like Advance to the Rhine… That would be incredibly epic

I thought the game was better optimized from my understanding with the new update?

idk, 10.0 still quet poor compared to 5.0 era, the main means of optimization they did but secretly turn down the resolution level and hope no one would knotice. Besides, they(offworld) still planning on ue5, which would definitly kill the player base.
also they remove old al barash map because it does not compatible with ue5…

i mean contents are great, new fraction are great, votes are great.
but there is no other new contents and mechanism acturally implemented since 4.0
i just want my frames back to 120FPS

Isn’t ua5 on main now? I played it yesterday and it really wasn’t that bad.

Can we have laser pointer so infantry can support laser guided weapons from CAS? There are many misilles and bombs with Laser+IOG+GNSS guiden in game already. In counter, there could be contructable jammer, LWS etc…

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It will be BF6 in bad.
Barely affordable without premium, unbalanced and abandoned after some time 😂

The dead post scriptum qwq