Frontline Operations – V1.6.4 ALPHA

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Authors: Angel, SunsetHellcat, CrashDome, J. Schmidt

Last revision: 17 Mar, 2025 at 11:02 UTC

File size: 13.15 MB

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Description:
THANK YOU FOR GIVING US YOUR SPOTLIGHT!

Currently, the game-mode is in Alpha Testing, it has been released to the masses! However, if you want to support us and help further the development, join our Discord & remember to Rate the Mod, a Thumbs Up!

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FLO DISCORD[discord.gg]

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!).
  • Complex Garrison System—Garrison System for Objectives uses complex logistics to reinforce with Objectives having different levels of min and max garrison & vehicles. Garrison Manager handles Patrols and Defensive Positions in an elegant way with Performance in Mind. [no more lag spikes on proc’ing!] Garrions are reinforced depending on priority and distance to BLUFOR Objectives as well as Type of Objective.
  • Task Force System—Task Force System [Initial Introduction] is a system introduction and to be expanded to become the significant backbone force & usage by OPFOR AI Commander. For now they serve as a frontline/forward defense line forces for important and significant objectives but in the future they will become the force that keeps constant pressure on BLUFOR.
  • 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!).
  • Garrison System for Objectives takes resources, cut roads to cause shortages in Garrison Troops and induce Attrition!

DISCLAIMER

This product is protected under the GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007

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