Back in 2011 we had an idea that became PR:ARMA 2. We gathered together a great team of developers and eventually released a few iterations of a mod that we do believe was really good fun.
However, from the technical point of view PR:ARMA 2 was a bit of a mess - two separate systems from the era of ARMA 1 held together by duct tape. The original idea was to have 100 players on a server. On the day of the launch we did get 100 players on the server, the only problem was that the server reported 0 "FPS", or simulation cycles per second if you will. Now, the networking in ARMA is infamous on its own but the scripts did not do it any favour. The amount of traffic being broadcast from the various scripts was staggering, with the zone capture system being probably the worst offender - every time somebody was capturing a zone the server and all the connected clients would be updated with the capture status of all the zones in the mission. Approximately every 0.1 seconds.
Another major issue was that as the mission went on timed events became delayed. The more people on the server the worse the delay. I remember once playing a mission where a helicopter which was supposed to respawn every 20 minutes had respawned nearly an hour later.
With all of this in mind and with ARMA 3 on the horizon Deadfast and I made the decision to start PR:ARMA 3 from scratch. We weren't naive to think that we could create something that would completely replace PR:ARMA 2 feature-wise. We wanted to start small and create a stable foundation to build upon: infantry-only missions, advance and secure game mode, squad system, kits, rally points. This would then be incrementally built upon.
And we ...