Active operating case study
Community-run Arma infrastructure from code to live operations.
Global X Authority is the operating and community identity for my personally managed Arma Reforger and Arma 3 servers. It brings together software development, Linux administration, live-service maintenance, community communication, branding, documentation, and the practical discipline required to change production systems without losing player progress.
Arma Reforger: Attack on Chevron of Everon Oil Corporation
Current status: Minimum-playable build in active development and public player testing. The logistics foundation is working, while the full persistent campaign and endgame systems remain in development.
Attack on Chevron of Everon Oil Corporation is an Arma Reforger persistent-war project in which territory, logistics, and player decisions are intended to change the state of the campaign over time. Instead of treating every session as an isolated round, the design gives players a recognizable front, a reason to move resources, and a strategic path toward eliminating the opposing factions.
The campaign is built around three distinct sides. United States and Soviet forces begin on opposite sides of Everon, while the Chevron of Everon faction operates from the airfield as a server-directed company-backed irregular force protecting the island’s oil economy. The conventional factions advance along the highway, capture connected positions, contest the main highway battle, seize the oil facilities, and then race toward the airfield to deny COE access to helicopters and aircraft. After COE is defeated, the surviving conventional powers still have to force each other off the island until only one faction remains.
The economy deliberately separates two resources. Oil supports armored vehicles, armed vehicles, and aviation, while ordinary supplies support everything else. Current development has concentrated on making that distinction understandable in the world: oil barrels visibly load into transport trucks, operate alongside the normal supply system, remain synchronized while vehicles move, and unload without destructive physics behavior. This logistics work is part of the playable foundation rather than a decorative feature.
The intended full campaign adds persistent player statistics and roleplay groups by faction, faction switching only after a player’s current side has been eliminated, and a total-domination victory state. United States and Soviet players will be able to roleplay as conventional units, volunteers, private military companies, security firms, gangs, or cartels aligned with their respective governments. COE is designed as one shared server-run roleplay identity rather than a collection of separate player organizations.
My work covers Enfusion scripting, scenario configuration, versioned Workshop publishing, dedicated-server deployment, visual cargo systems, vehicle interaction behavior, server/client content-mismatch diagnosis, documentation, and live player-test iteration. The project has reinforced a practical standard: a system is not complete because it works once while stationary—it must synchronize, survive movement, behave correctly for clients, and remain understandable during real play.
Arma 3: Overthrow
The Overthrow server is a persistent Linux-based community campaign with a different operational challenge: protect long-running player progress while maintaining a large modded environment. The work includes Workshop maintenance, signature validation, mission packaging, configuration management, headless-client behavior, performance monitoring, service diagnostics, save protection, and deliberate rollback planning.
In both projects, a successful deployment is not defined by a command finishing without an error. The server must load the intended scenario, use the correct content versions, preserve required state, remain reachable by players, and behave correctly during actual gameplay. That verification mindset is the most transferable part of the work.
Operational responsibilities
- Linux and VPS administration
- Dedicated-server configuration
- Backups and rollback planning
- Save-state protection
- Service and port verification
- Mod integration and packaging
- Release and version management
- Runtime log analysis
- Performance monitoring
- Gameplay-system debugging
- Player-test coordination
- Community documentation
- Brand and website development
- Security-minded maintenance
- Evidence-based troubleshooting
Community and support model
GXA is being developed as a sustainable community operation rather than a pay-to-win service. Server access remains free, and voluntary support currently provides no access, priority, in-game items, gameplay advantages, moderation influence, or other rewards. Advertising and optional website ad removal may be considered only when the applicable platform requirements are understood and any required approval has been received.
The long-term objective is straightforward: maintain useful servers, communicate changes honestly, cover reasonable operating costs without compromising fair play, and build a community identity that can outlast any single game mode or release.