ArmaDB

One-and-done linear Conflict PVE. Random MOB each session, a front that sweeps the map, budget-capped AI with counterattacks, patrols and resupply. Fully configurable per map.

Players now

30

Servers

7

Rating

90%

10 votes

Subscribers

-

2,825 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/69EAC5DC179C48C8

Busiest servers running it 7 in total

All servers

Players on servers with it

daily, last 30 days

0 10 20 30 40 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 37
Average players Low to peak in each bucket

Details

Author
Silence_AUS
Version
1.1.4
Size
217 KB
Licence
APL-ND
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
22 Jul 2026
Updated
1 week ago
Workshop ID
69EAC5DC179C48C8

Recent adoption

30 days: +41 −51 ↑3

Version history

12
  1. v1.1.4 217 KB 9 Oct 2026

    reupload to clean up files, more updates to come

  2. v1.1.3 363 KB 13 Sep 2026
  3. v1.1.2 337 KB 13 Sep 2026
  4. v1.1.1 291 KB 6 Sep 2026
  5. v1.1.0 240 KB 6 Sep 2026
  6. v1.0.94 240 KB 5 Sep 2026
Description from the Workshop

HOW IT PLAYS Each session randomly selects one base as your MOB, so no two campaigns start the same. From there, only the nearest enemy zones open as objectives; everything else stays locked. Capture an open zone and the front advances: the next closest bases unlock, the fight sweeps onward, and the map progressively opens up in a line rather than dumping the full base list on you at once. No lone-wolfing the far corner of the map, no 40-task clutter, one coherent front the whole server fights along. The number of simultaneous objectives scales with the server: solo and small groups fight one zone at a time, and as player count climbs past configurable thresholds a second and third zone open up, with a configurable cooldown between new objectives. THE AI FIGHTS BACK No game master needed to keep the pressure on: COUNTERATTACKS — take a zone and there is a configurable chance the enemy masses a delayed assault from their nearest base to take it back. Stay ready after you win. ROAMING PATROLS — patrol groups work the ground between your front line and enemy territory, so the space between objectives is never safe. Wiped patrols are replaced. RESUPPLY — active enemy zones receive periodic reinforcements while they hold. Siege slowly and the defence grows; hit fast and it doesn't. Every garrison, wave, patrol and resupply draws from one hard server-wide AI budget (default 300). Fallen AI return their share, so performance stays stable across a full-length campaign and the systems automatically balance against each other. FULLY CONFIGURABLE, PER MAP Server owners can override every value in a simple JSON file in the server profile, no republish needed, with per-map override files layered on top of global settings: autoAddObjectiveDistance / objectiveDistanceRadiusMax — how far ahead the front opens minPlayersForSecondObj / minPlayersForThirdObj — player thresholds for extra zones aiTotalCap, aiPerBaseMin/Max — the AI budget and garrison rolls counterattackChance...