#The Conflict Isles: 1989 (PVP/E Persistent Campaign with Nimitz Aircraft Carrier)

1 messages · Page 1 of 1 (latest)

granite zinc
#

The Conflict Isles: 1989

Set in 1989, the Soviet Union has invaded the island of Everon, prompting the UK, NATO’s sole force in the region, to launch a mission to reclaim the territory. This game mode, a heavily modified adaptation of the vanilla Conflict mode, offers a slower-paced, more hardcore cooperative experience focused on realism, strategic coordination, and resource management. British forces must work together to establish beachheads, seize and secure points of interest, and maintain supply lines from the carrier to the mainland. Meanwhile, Soviet players act as a quick reaction force, defending strategic points, reinforcing AI garrisons, and launching counter-attacks to disrupt NATO operations."


All supplies originate from the carrier. There are no forward stockpiles or free resupply on the mainland. Every deployment, reinforcement, and advance must be planned, transported, and protected.

Air assault forms the backbone of gameplay. Infantry and helicopters operate as a single system, with rotary assets responsible for insertion, extraction, resupply, and close support. Aircraft are limited, losses matter.

The objective is not total occupation. As territory is secured, control is handed back to FIA elements. NATO establishes only a limited number of forward strongholds to project power, build infrastructure, and sustain presence. This prevents unchecked expansion and keeps operations focused.```

# Features

**Carrier-based operations**
NATO forces deploy exclusively from an offshore Nimitz aircraft carrier. All personnel, vehicles, and supplies must be transported in. There are no supply caches on the island.

**Hand-built regional objectives**
The island is divided into regions with hand-crafted, multi-stage objectives. Defensive systems, communications, and support assets must be neutralised before final objectives become available.

**Enemy forces driven by logistics**
Soviet AI presence is tied directly to supply infrastructure. Units require supply points to spawn, bases must be resupplied by convoy, and QRF elements deploy from real, traceable locations.

**FIA holding ground**
Cleared areas are transferred to FIA control. These zones cannot be used as spawn points, but contribute to stabilisation and reduce enemy pressure.

**Limited PvP QRF**
An optional Soviet player role, capped at four players. Focused on disruption, counter-attacks, and interdiction rather than direct deathmatching.

**Mobile HQ replaces squad radio**
The squad radio is replaced by a light vehicle MHQ. It is visible, vulnerable, and can be targeted and destroyed by both AI and players.

**UK / US roles and loadouts**
Side-specific roles and equipment reflecting faction doctrine. Balance is achieved through capability differences and operational constraints.

**Persistent campaign**
Rank progression and unlocks persist across sessions.


# Try it out

```We'd love to get your feedback and thoughts, either in this thread or on our Discord and use it as a bit of motiviation to keep expanding the idea further```

**Discord**
```discord.gg/TheConflictIsles```

**Workshop**
```https://reforger.armaplatform.com/workshop/62451E10CD2CE382```

**Server (EU)**
```The Conflict Isles | Cold War 1989 CTI | (Persistent Campaign + Carrier) | PVE/P
IP: 78.46.84.121:2008```

**Overview video:**
```https://youtu.be/TzzbaQSuJZk```
faint zenith
#

Ts so cool

marsh brook
#

Hello, fellow gamers! We are finally ready for our "The Conflict Isles: GEN2 Update" playtest, and it is HUGE!

During development, we quickly realized that we wanted a much deeper transformation of Conflict's gameplay. We focused on "Capture The Island" mechanics, built around a chain of sub-tasks carefully placed and decorated for maximum tactical depth—and even storytelling. No more tent fighting!

#

Now, every map region has its own strategic objective, reflecting its actual strategic value. To capture it, you must first:

  • Destroy key defense structures
  • Secure fortifications controlling the area
  • Disrupt enemy communications
  • Eliminate high-value targets

Only after completing these connected tasks will the final objective become available for capture.

#

We also wanted to better integrate gameplay (both PvE and PvP) with Conflict's economy mechanics. Now, OPFOR AI defenders require supply points to spawn, meaning their bases must be replenished via convoys.

QRF (Quick Reaction Force) units deploy from actual military bases, allowing players to anticipate enemy tactics. Meanwhile, NATO holds key control points as FOBs, while territorial bases are guarded by the FIA—giving OPFOR players a fresh challenge.

#

But that's not all! Alongside strategic changes, we’re improving loadout and rank progression. Each NATO faction now has its own unique gear, enhancing immersion and adding more synergy between player roles.
Moreover, NATO players have finite supplies provided only by carrier's stockpile. It is the only location where players can spawn with full custom loadouts and access unrestricted equipment, vehicles, and supply points, so helicopter crews play a vital role in this loop—delivering cargo, inserting squads, evacuating wounded, or launching CAS missions from the deck.

sage lintel
#

Such a cool idea I hope this starts making people play Cold War servers more

knotty pike
#

I really hope your server fills up and more servers use it. Great job

cold falcon
#

I joined the server for a bit to give it a try. I spawned at the beach head where it isn't clear what I am supposed to do, all objectives are yellow and not capturable from what I can tell. I went to the closest objective and cleared the AI, they weren't very responsive and didn't take much to clear out. The main command tent there with the billboard also dropped my FPS from 50-60 to mid to low 20s for some reason when you enter it. Also at the beach head it says to bring supplies from carrier but I don't see it labeled on the map. Seems like an interesting scenario but some of these elements either aren't explained or lack guidance for the average public player.

marsh brook
# cold falcon I joined the server for a bit to give it a try. I spawned at the beach head wher...

Thank you for the feedback. Honestly, while implementing may of mod's gameplay features (like, ai mortar missions, vehicle patrols, detailed scenery, economy and teamplay features), we have kinda forgot to maintain briefeing clarity to certain degree, indeed.
We were doing mainly event sessions when players have lots of vocal briefing, and also most of guys were kinda following the development logs.

Basicaly all critical points with purple name are the multistage final targets. To complete those you need to cap/destroy all linked side objectives (notice "non-purple bases" all are linked to one final target)

Regarding the spawn, you can alternatevly chose the carrier point which unlocks all the custom gear, aviation (mind that only pilot specialization can use it), etc.

cold falcon
edgy flame
edgy flame
#

But I can confirm the yellow bases thing. None of them seemed capturable but I think I had to destroy the radar tower and complete another objective that I never got to in time. There were no obvious links to the main base capture. I could suggest perhaps writing instructions into the field manual and new task system

marsh brook
#

Allright guys, i have witnessed that problem with missing links, couldn't reproduce and chase that bug, i hope it is related to some persistence saves interfering with arma update or the moment we have restarted sever to remove password. Sorry for the inconvenience!
Anyhow, mod also got updated with minor tweaks to OPFOR main base and more actual mod page screenshots. Server is up and running smooth

edgy flame
#

Awesome man, so the objectives can be completed now?

marsh brook
#

Sure thing!

frail pulsar
#

Hello!

Firstly - great job on the scenario. Fantastic concept for sure!

I just wanted to clarify something tho regarding the PVP element - when I checked it on my server, it would only let me spawn as blufor? Does the server need to be populated to allow players to be opfor?

marsh brook
#

hey, yes opfor players are limited 1 to 4 blufor

granite zinc
#

The Conflict Isles (Persistent Campaign with Nimitz Aircraft Carrier)

#

The Conflict Isles (PVP/E Persistent Campaign with Nimitz Aircraft Carrier)

frail pulsar
#

Are there any rank override mods that work well with this? 🤔 Having an issue where despite 'start rank major' is active - the boxes are rejecting loadout saves due to rank - those that are able to save are then unable to respawn as they don't meet rank requirements for their loadout and there's no option to change to default loadout.

I get the answer would be to just progress & rank up naturally - however with the carrier, helicopters are high rank locked so if you spawn there you're stuck

granite zinc
#

The Conflict Isles 1989 (PVP/E Persistent Campaign with Nimitz Aircraft Carrier)

#

The Conflict Isles: 1989 (PVP/E Persistent Campaign with Nimitz Aircraft Carrier)

granite zinc
# frail pulsar Are there any rank override mods that work well with this? 🤔 Having an issue wh...

Good question, we initially made it fairly hardcore to avoid players taking lots of mid/late game equipment right out the gate, as we wanted to make the rank progression feel rewarding. Having said that, this was specifically geared towards a small community of ours, so I can appreciate that things might not be suited for a pure public game mode. The pilot role is limited to Lt. and is meant to be somewhat gated for players who work their way up on the server over time. As there's ways to play the mission at the early-mid stage via the beach head.

Once the first NATO stronghold has been captured, you can then build up your base, and spawn from there with full arsenal. The opening "act" of this mode is to establish a footing (which can take a few hours), then the carrier and logistics really open up.

If you are a Maj. you should be able to spawn at the carrier and select your loadout, and once you secure a NATO stronghold, you'll be able to build structures and unlock premium vehicles (like the MHQ) for extra respawn/light construction outside of the stronghold and carrier.

We created the beachhead spawn to prevent a soft-lock situation, but granted, that spawn is meant to represent a "limited" gear/role set due to the RP factor of only bringing basic stuff on a boat/drop off with an ammo create for replen, not a full loadout selection.

Hope that clears it up, and if you have any suggetions on this.

#

__

I also added the Skyhook mod to the server, so you can now sling light vehicles and supply creates from the carrier which has been a hope of mine since the first inception of this idea. Only need boats now to complete that loop.

frail pulsar
# granite zinc Good question, we initially made it fairly hardcore to avoid players taking lots...

Hey, thank you very much for the very detailed reply!

I'm thoroughly enjoying it so far, and personally I like the idea of having limited equipment - unfortunately most of my community wants the Gucci toys from the get go Lol.

I'd already added skyhook yesterday and placed a few vehicles via GM on the carrier - we loaded it up with the ammunition and medical supplies, jumped in Sages - CH-46 helicopter and attempted to secure a foothold by dropping the humvee and fast roping out the back of the chopper under fire! Was without doubt one of the coolest moments I've had in Arma! 🤣

frail pulsar
# granite zinc Good question, we initially made it fairly hardcore to avoid players taking lots...

I wonder if it would be possible to allow for the carrier spawn point to ignore rank? - that was if servers (such as mine) did want to add rank bypass for the arsenal, they could still spawn there and just be ferried across. That way - if you didn't want people to access everything from the beginning, the default position would be that you'd only be able to get what your rank permits from the arsenal anyway so nothing changes in that sense - if that makes sense? 😂

granite zinc
frail pulsar
granite zinc
#

Any mod like that should work, as we are using vanilla conflict as a framework for all our edits.

frail pulsar
#

Is it meant to have the Bacon one in?

granite zinc
#

That's right, Bacon ZU-23 is needed for that. We should prob set that as a requirement actually. You can also run the T-72 and WCS AH1. The T-72 patrol around Everon,

        "modId": "5E0AB16BEB16D6A4",
        "name": "T-72 Main Battle Tank"

        "modId": "64CB39E57377C861",
        "name": "WCS_AH-1S"
frail pulsar
#

Thanks mate

frail pulsar
granite zinc
#

Both are not required but add to the spice. Also the Uk forces mod by TapacheLoco and the landrovers work out the gate.

The AH1 will be on the carrier in the build menu