CyDoN, I fully support the idea of PvP in ArmA but you will need to give an example (even from another game) of the particular game-mode you have in mind.
I would support most of the game-modes found in BF2
Project Reality mod, like AAS2, Insurgency, Command and Control (CNC) & Counter-Attack (CA).
I've identified about 8 common groups for PvP game-modes. ***BIS's PvP designs fall into 2 or 3 of these groups.
Also, there are significant differences between designing missions suitable for public servers for regular nightly play versus private/competition servers played once a week.
The number one reason PvP is difficult to keep alive on a public server, is getting sufficient player numbers on at the same time. With coop, 1 player is sufficient to start any old mission and have more players slowly join over the following hours, (like with Warfare). But with PvP, if you don't have the required player numbers from the start, you have to just wait until sufficient players join.
As far as some of the PvP critic comments go in this threads, some are totally unwarranted and misguided and some are just forum agitators. Their reputations have now plummeted.
Devastation
There's also the
Devastation PvP mission pack available too, which utilises the AAS2 game-mode design.
It has a few improvements over missions like Berzerk and similar game-modes, with changes to provide proper resource proportions & limits and a suitable balance to promote fair & regular play on public servers.

Originally Posted by
[b
Quote[/b] ]<ul>[*]limited weapon availability (to prevent everyone having an MG, sniper or AT/AA weapon). Using specialist roles simplifies this issue.[*]utilises AAS2 game-mode (not AAS1) to focus the conflicts but still provide a choice of objectives and create a front-line concept[*]large spacing between zones (flags), encourages transport sharing and combined attacks[*]large zone capture areas (markers), reduces camping[*]provides better vehicle balance (like avoiding mixing tanks and jets and infantry haphazardously). Instead it uses 'Themes' (like Sea/air vs land).[*]uses long capture times. There's nothing more boring than knowing a player can simply touch each flag or wait 10 seconds, then immediately move on to the next flag without any threat of opposition.
***- require the capturer to find a defensive position or seek out threats for the entire capture duration.
***- allows the defenders to react to the capture.[*]removed spawn points at flags. It is afterall the objective.[*]longer vehicle specific spawn durations (transport vehicles have low times, armour & attack aircraft are highest)[*]multiple spawn options & protected bases to prevent inescapable spawn camping and spamming[/list]
It also has extended functionality, not just improvements:

Originally Posted by
[b
Quote[/b] ]<ul>[*]mobile respawn vehicles for remote spawning. This also acts as a task (to deploy and protect) and a secondary objective (to destroy by opposition).[*]deployable bunkers from trucks for armaments & spawning. This also acts as a task and a secondary objective.[*]deployable assets from trucks: MG, AT, crates, fuel, etc[*]airlifting cargo & vehicles (required for offshore island bases)[*]team status dialog to enable joining groups[*]field dressings concept[*]ladders on small town missions, to change the normal CQB scenario from purely 2D ground based combat to 3D.[*]minor features: CSS, artillery HUD, WP HUD, airlift HUD, HMD Heli HUD, mission HUD, laser designator HUD[*]if scoreboard is visible, adds bonuses for non-combat roles (eg: transport, etc) and penalties for TK's, etc.[*]menu system for: enemy spotting, common requests and squad command menus[*]air-drops for crates & 4x4 jeeps.[/list]
A new update is due soon, with further changes in future. It will be ported to ArmA2 fairly close to release.