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Frontline is a PvP mod that brings the same structured teamwork orientated gameplay found in games such as Project Reality, Squad and the Tactical Battlefield mod back to Arma 3. The aim is to create a set of realistic game mechanics and systems that puts the responsibility on the players to play as a team to win. The majority of the features of the mod will be very familiar to players of the aforementioned games/mods. Roles and squads Commander features and command structure Rally points and forward outposts Weapon re-balance, smoke and particle rework Defensive structures construction Vehicles and assets become available at specific player numbers. Medical system Custom suppression effects Squad radar Spotting system Heavily modified and enforced TFAR version 3D Interaction (Easier door opening, ladders and more) Vehicle Maintenance Freakishly simple 2-clicks-from-vanilla-arma-to-being-screamed-at-by-your--squadleader launcher. Excellent performance relative to other game-modes that have large player numbers Smooth and polished interface and systems AI fighters only for when the server is waiting for actual players to join But why is it called Frontline? Because we fight on the Frontline! Gone are the days of fighting over arbitrary buildings and locations, now territory is king. You decide what locations are tactically relevant the whole battlefield is your playground. Push the Frontline by taking and holding ground, the team with the most territory bleeds the other of tickets, the more territory the faster the bleed. The Frontline constantly updates and flows with the shape of the battle forces the teams to play together, communicate and fight in a realistic manner. Flank enemy squads to cut them off from reinforcement and supply, probe for undefended gaps in the Frontline and breakthrough. Timelapse 40x speed of a battle (youtube) Typical reaction of a player seeing the frontline for the first time At the moment the mod is played in conjunction with either RHS or Iron Front mods . The only place to play it is on the server run by the development team (this will change as the player-base expands). The mod and it's dependencies are available on steam workshop. If you have any problems installing please use the launcher we made. It's idiot proof. The steam workshop is there because people wanted it, and it works just fine, but we will only support/help people installing with the launcher. Details of the launcher in the second post of this thread and you can get it on the website. The server also uses CUP terrains, Kunduz and some custom terrains that are all in the mod pack delivered by the launcher. Teamspeak is mandatory because of the mod-integrated Task Force Radio, but even if you don't have TS, the launcher will help you install teamspeak, take care of all the TFR plugins, open the frontline teamspeak, put you in the right channel, open TrackIR if you have it, launch Arma, put you into the server, and make you a nice cup of tea just the way you like it.) We have a website here frontline-mod.com but nearly all interaction with/between the community is on the discord On the discord we discuss feedback, trash-talk and organize events and playing times. We play at specific times, we don't yet have the player-base to have spontaneous games so we set specific game nights to get bigger games with more players and combined assets unlocked. So yes the server is empty most of the time, and no that does not mean the mod is dead. Come to the discord to find the time of the next fight, but right now it is every Wednesday (RHS), Saturday (RHS) and Sunday (Iron Front) at 1800GMT. Some background on the development: The mod has been in development for several years now, starting with a sub-section of the dev team that developed Tactical Battlefield. The SQF coding is built on top of the framework made by the AAW team. The tech behind the Frontline itself is something entirely unique to this mod. A whole Python extension framework has been built from scratch just to be able to execute our Python code on the server that takes care of "capturing" the terrain and computes a realistic frontline based on the situation in the AO. On a side note: we're quite proud of how we implemented it. In fact, we're so proud of our ingenious tricks used that we're currently (early 2018) going to Python conferences and giving talks about the gamemode. Its pretty cool stuff and as the bonus of fantastic performance.