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Global Conflict was a multiplayer game mode featured in ArmA: Mobile Ops. Support for the game mode was discontinued as of May 4th, 2022.[1]

Overview[]

Global Conflict was Mobile Ops' main Player versus Player (PvP) game mode. In GC, players can assume the role of either the attacker or the defender.

In the attacker's case, the goal was to accomplish any of the following objectives:

  • Destroy at least 50% of the defending player's base before time runs out OR
  • Destroy the defender's Headquarters structure before the timer runs out

In the case of defenders, victory was automatically assured if the following conditions were achieved:

  • The damage counter does not go above 49% for the entire duration of the attacker's assault AND
  • The Headquarters' structure remains standing AND
    • The attacker runs out of deployable units and their remaining forces are wiped out by the defender OR
    • The attacker decides to forfeit the match early before attaining any of their objectives
MobileOps-gamemode-globalconflict-stars

For attackers, the outcome of their match was determined by their performance and what objectives (if any) that they achieved. This would in turn influence how many Victory Points they would gain or lose from the match:

  • Zero star medals (defeat): Not obtaining any of the objectives. Results in defeat and a loss of VP based on the attacker's ranking relative to the defender's
  • One star medal (minor victory): Succeeding in destroying at least 50% of the base OR destroying the defender's Headquarters BUT inflicted only 74% or less damage in total
  • Two star medals (major victory): Destroyed 75% or more of the defender's base
  • Three star medals (total victory): Destroyed the entire base AND the defender's Headquarters

Unlike in the singleplayer campaign, matches lasted for two minutes and concluded once all of the attacker's units were destroyed or the defender's base was completely wiped out.

If the attacker was victorious, a set amount of resources would be earned upon the completion of a match. This would also include resources that were pillaged from the defender's stockpiles, ranging from Fuel Plants, Supply Plants, Fuel Deposits, and Supply Deposits. Additionally, the attacking player could choose to watch an advertisement at the results screen. Upon the advertisement's conclusion, they would gain a (variable) bonus amount added to their victory spoils.

Defenders did not gain resources for winning defensive battles and could only earn or lose VP based on the attacker's performance/ranking. They had to also rearm any traps that were activated by the attacker's units or were disarmed by Engineer Teams. Any resources that were successfully pillaged by the attacker would be permanently lost.

Revenge attacks[]

Defenders, regardless of whether they lose or win a GC match, were given the option of launching a revenge attack against the player who initially targeted them.

A revenge attack could only be carried out once unless the (first) attacking player decided to also retaliate. There was no cap on the number of follow-up revenge attacks, as players could repeatedly cycle between defending and attacking - provided that the opposing player also launched their own revenge attack after their base was raided.

Protection[]

MobileOps-gamemode-globalconflict-protection

Players had the option of enabling protection for their bases in one of two ways:

  • It was purchased from the Shop (at the cost of Command Points)
  • They lost a defence and the attacker succeeded in accomplishing at least one or more of their objectives

While base protection was active, players would not be targetable in GC matches and their bases were effectively removed from the matchmaking pool until it expired. This also applied to revenge attacks; it was not possible to launch a revenge attack against a protected player even if they were the attacker.

However, base protection was temporary and had to be repurchased/refreshed from the Shop at the cost of Command Points. Rejoining the matchmaking pool by searching for a GC match or launching a revenge attack while protection was activated would cancel its effects immediately. In the case of revenge attacks, this meant that regardless of whether the defender won or lost their revenge attack, the opposing player would be able to reattack their base at any time.

Victory Points[]

MobileOps-gamemode-globalconflict-00

Example display of the player's VP counter.

Victory Points were used for two purposes:

  • As Mobile Ops' equivalent to an Elo rating system[2] AND
  • To match the attacker/defender with an equivalent or higher VP count[3]

A global leaderboard was used to keep track of the player's VP and players would be assigned to various leagues based on their VP count (from I up to V). The greater the player's VP, the higher their league and placement would be on the leaderboard. At the end of a month-long season, the highest ranking players would be awarded bonus resources in the form of Fuel and Supplies to further incentivise player progression in the next season.

League I League II League III League IV League V
MobileOps-gamemode-globalconflict-ranks-leaguei
MobileOps-gamemode-globalconflict-ranks-leagueii
MobileOps-gamemode-globalconflict-ranks-leagueiii
MobileOps-gamemode-globalconflict-ranks-leagueiv
MobileOps-gamemode-globalconflict-ranks-leaguev

VP could only be gained or lost through playing GC matches. It was not possible to earn them in Faction Wars, be purchased from the Shop, nor could it be obtained it from alliance members. The amount of VP gained or lost was wholly dependent on the attacker's (or defender's) VP count relative to the opposing players' VP count.

Matched players of equivalent ranking for instance, would gain (or lose) a fixed amount of 10 VP. If the attacking player won against a lower ranked player, they could only gain a maximum of 7 VP or even as low as 3 VP. However, they would in turn lose a greater amount (upwards of 12 VP) had they lost. If the attacking player was lower ranked and they attacked a higher ranked base, they could subsequently earn a significant amount ranging from 12 and up to 15 VP from just a single match alone.

Unit deployment[]

MobileOps-gamemode-globalconflict-01

Unit deployment tab.

Deploying units in GC matches functioned in the same way as it did in the singleplayer campaign. However, it should be noted that unlike in singleplayer, attacking players had only a limited amount of time (specifically sixty seconds) to prepare for their attack during the planning phase.

Once the timer ran out, the player would be forced to start the match even if all of their units were not deployed. If the player did not wish to wait for the timer to expire, they could also force start the match and deploy units mid-game once the battle was in progress.

Operations usage[]

Off-map support powers obtained at the Operations Planning could only be deployed once the match was in progress. It was not possible to call them in during the planning phase. As for the defender, operations donated by their fellow alliance members would only be used once enemy units got within range of the Alliance Centre.

Gallery[]

Rank reward avatars[]

The following avatars were automatically unlocked as the player increased in rank.


Premium shop avatars[]

The following avatars could be purchased at the Shop. They required Command Points to unlock.


Rank reward frames[]

The following frames could be applied to the player's avatar. They were automatically unlocked based on the player's ranking.


Premium shop frames[]

The following frames required Command Points to purchase from the Shop or were limited time only unlocks by participating in seasonal events or special game modes (e.g. Faction Wars).

Music[]

Title Notes Track
music_battle.mp3 Main theme played in the singleplayer campaign and Global Conflict/Faction Wars matches
An excerpt of this track is played in the trailer and parts of the intro cutscene
music_build.mp3 Played when the player is idle/editing their base layout or when they are browsing the main base of their allied faction (Faction Wars only)

Achievements[]

  • MobileOps-achievement-generic
    Aggressor
    • You have to win at least 100 matches using a minimum of three infantry squads that are set to a Fast stance.
    • The squads have to survive the match and need to stick to this stance until the match ends in victory. However, they do not have to be deployed at the start of the battle for them to count.
    • A quick method of earning this (though it isn't the most cost-efficient way) is to obtain Smart Bombs from the Operation Planning and have three infantry squads ready to deploy using a Fast stance. Blow up the enemy player's Headquarters by spamming as many Smart Bombs as needed (thereby earning one star) and then deploy your squads. End the match immediately once they have been dropped in.
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Born in Battle
    • Earn enough Victory Points (VP) over the course of your gameplay so that you get into the highest possible bracket (League V).
    • It does not matter if your position is at the very bottom of League V. The only requirement is that you qualify for the bracket on the Global Conflict leaderboards.
  • MobileOps-achievement-generic
    Conqueror
    • You need to win a total of 5,000 Global Conflict matches throughout the course of your gameplay.
    • Matches do not have to be won consecutively for progress to count towards this achievement.
  • MobileOps-achievement-generic
    Destroyer
    • Destroy a minimum of 3,500 Defence-type structures owned by enemy players.
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Drone Destroyer
    • Destroy at least 250 Drone Launchpad structures owned by enemy players.
    • Normally, you will not be able to work towards this achievement until you reach a minimum Headquarters level of 8 since it is not possible to build it prior to this level (and therefore you will not encounter enemy players with a Level 8 HQ).
      • However, you may randomly stumble into a player with a Drone Launchpad depending on the matchmaking system and how many Victory Points (VP) you have.
      • It is also possible to launch a revenge attack against a higher-level player that has a Drone Launchpad (assuming you were attacked by one first).
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Fuel Escapade
    • Loot up to 100,000,000 units of Fuel from other players.
    • Fuel obtained in the storyline campaign do not contribute to this achievement's counter.
    • This also cannot be earned in Faction Wars or training matches conducted against yourself/alliance members since these modes do not allow you to loot Fuel.
  • MobileOps-achievement-generic
    Humiliator
    • Destroy at least 1,000 Headquarters structures owned by enemy players.
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Hungry Visitor
    • Loot up to 100,000,000 units of Supplies from other players.
    • Supplies obtained in the storyline campaign do not contribute to this achievement's counter.
    • This also cannot be earned in Faction Wars or training matches conducted against yourself/alliance members since these modes do not allow you to loot Supplies.
  • MobileOps-achievement-generic
    Peacekeeper
    • You have to win at least 100 matches using a minimum of three infantry squads that are set to a Slow stance.
    • The squads have to survive the match and need to stick to this stance until the match ends in victory. However, they do not have to be deployed at the start of the battle for them to count.
    • A quick method of earning this (though it isn't the most cost-efficient way) is to obtain Smart Bombs from the Operation Planning and have three infantry squads ready to deploy using a Slow stance. Blow up the enemy player's Headquarters by spamming as many Smart Bombs as needed (thereby earning one star). End the match immediately once they have been dropped in.
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Railmaster
    • Destroy 250 Railgun Tower structures owned by enemy players.
    • Normally, you will not be able to work towards this achievement until you reach a minimum Headquarters level of 8 since it is not possible to build it prior to this level (and therefore you will not encounter enemy players with a Level 8 HQ).
      • However, you may randomly stumble into a player with a Railgun Tower depending on the matchmaking system and how many Victory Points (VP) you have.
      • It is also possible to launch a revenge attack against a higher-level player that has a Railgun Tower (assuming you were attacked by one first).
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Rescuer
    • The Rescue Operation support power (from the Operation Planning structure) must be triggered a total of 100 times.
    • Infantry squads must be successfully evacuated via this support power in order for them to count towards the achievement.
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Smell of Victory
    • Must earn a total of 1,250 stars from winning battles.
    • Assuming you achieve maximum destruction in every match, you essentially have to win a minimum of least ~ 418 battles. You will need to play/win more matches if you do not earn three stars for every battle.
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.
  • MobileOps-achievement-generic
    Wall Buster
    • Destroy at least 2,000 Walls owned by enemy players.
    • It may be preferable to use an Engineer Team set to a Slow stance rather than Tracked UGVs if you specifically want to go after this achievement. This is because Engineer Teams can demolish several Walls at once whereas Tracked UGVs can only destroy whatever they Charge into (and only when the ability is not on cooldown).
    • This can be earned over the course of multiple (non-consecutive) Global Conflict matches.

Notes[]

  • Support for Global Conflict was terminated on May 4th, 2022, due to the shutting down of Mobile Ops' online services.[1]

References[]

  1. 1.0 1.1 Bohemia Interactive a.s., 2022, Dear Commanders, We have a rather sad announcement to make. Due to a lack of internal resources, we are unable to update the game to meet the required standards on a mobile platform, therefore we have decided to discontinue the game's support for good. More info in the thread, 4 May, viewed 3 September 2022, <https://twitter.com/ArmaMobileOps/status/1521823984760856576>.
  2. Přibyl, T 2016, I won't write down any calculations here but our system is inspired by Elo rating system. Basically it works like this - if you're attacking player with lower VP amount and win you'll get less VP and he'll loose less VP. If the weaker player wins he'll get more VP and you'll loose more VP. It works the same way if you attack stronger opponents with more VP., Bohemia Interactive Forums, viewed 3 September 2022, <https://forums.bohemia.net/forums/topic/193432-victory-points/?do=findComment&comment=3078121>.
  3. Baar, M 2016, Hi, no they do not - the Victory points only serve the purpose of matching people with similar level of abilities, and they are also used as the metric for the leaderboards., Bohemia Interactive Forums, viewed 3 September 2022, <https://forums.bohemia.net/forums/topic/192317-victory-points-arma-mobile-ops/?do=findComment&comment=3058598>.

See also[]

Playable game modes in ArmA: Mobile Ops
Singleplayer Storyline Campaign
Multiplayer Faction WarsGlobal Conflict
Italics denote defunct game modes.
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