***Official Squad Thread***

I would love to see 500k for quicker British forces! I sadly don't see it reaching that far though :(

I'm hoping some of the stuff listed will be added eventually anyway even if the funding isn't met.

I guess it all depends how the game does on full release.

This has probably been asked but will the game fully support modding?
 
It will be, just a case of them being able to hire more people to complete it quicker.

I would love to see it go to 500k but realistically looking at somewhere between 250k and 300k.
 
I am hoping that the helicopters handle and sound like arma games they are the best about love flying them :-)
 
Boot Camp: An Introductory Series - 1 - The Basics

8 Comments

Like
22 likes
Before we jump into it, we just want to say what an amazing week it has been for Squad, in under 5 days we've managed to hit our first funding goal and now we seem to be set to hit our first stretch goal at USD$200,000 (249,233 CAD). Let's keep this rolling!


Welcome to Boot Camp, an introductory series aimed at explaining to you, the backer, about the BASICS and MECHANICS of what makes Squad the game it is.

“ALL FOR ONE, ONE FOR ALL. The base unit of Squad is not the individual, but the 9-man squad. Gameplay systems honed over years of experience with the Project Reality series draw the focus away from the lone-wolf player and much more on the cooperation with other members of your squad.”

But what does that mean? What are some of these gameplay systems? What happens when you spawn in?

Compass & Minimalist HUD

On your Heads-Up Display, you will see only 3 things. In the middle, your compass, which you use to instantly call bearings and direction; on the bottom right, your weapon’s fire mode and reserve ammunition; and on the bottom left your current stamina.

Ud8QBsF.jpg

HUD (Concept)
Having less information being spoon-fed to you means that you will need to rely on not only your own eyes, but the eyes of your other Squad mates. The Compass will also display crucial information via the command marker from your Squad Leader.

Kit Roles

In Squad, every player chooses a Kit Role.

ckM1jnc.jpg

Kit Roles in Squad
Each role is assigned exactly what they need to perform their duties, whether it be a machine gun with a bipod for creating a base of fire, or a single light anti-tank rocket for light armor, but the idea is to standardize load-outs in order for you as the player to know exactly what the soldier next to you is capable of doing at a glance. There are also deliberate limitations as well, controlling the number of heavy weapons and specialized troops on the battlefield. No squads full of snipers! Penalties also apply if you are killed and lose your heavy equipment in the field, so with great power comes great responsibility.

The Squad Leader

Squad Leaders are the brains of a Squad. Many players will find it difficult initially to step into such a role, but leadership is one of the most rewarding aspects of the game. At your disposal are tools that help you maintain Squad cohesion.

Place-able Markers

BdSeNhV.jpg

Command Markers (Concept)
Markers are placed by the Squad leader either in 3D space, or via their command map. These markers will show up on every Squad member’s compass and on their own maps, and are used as a quick means to coordinate your intentions and messages to your Squad.

The Rally Point

FJ4WH2w.jpg

Rally Points (US Army on the left, Insurgents on the Right)
Rally Points are the Squad’s primary means of reinforcing themselves. They are a spawn point placed by the Squad leader and allow for a Squad to regroup after casualties have been taken or otherwise. These will require the Squad Leader as well as a few of his Squad members to be present near him when placing. In addition, these can also be easily overrun by the enemy, so careful placement is necessary.

That wraps it up for the first session of Boot Camp! We will bring you another one very soon, this time explaining our approach to Voice over IP and what it means for you. We will also revisit some of these key concepts, such as Squad Leading and Kit Roles further down the track!

Till then, Offworld Out.


To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:

Official Site: http://joinsquad.com

Facebook: https://www.facebook.com/JoinSquad

Twitter: https://twitter.com/JoinSquad

YouTube: https://youtube.com/JoinSquad

Press: http://press.joinsquad.com
 
http://forums.joinsquad.com/topic/1777-may-2015/

Progress Update

May 2015

03-Jun-2015

Time to look back on the month that has passed.

jgOZV5I.png


XCxTQPu.png

Our Kickstarter has finally (excuse the pun) kicked off, and also its time for our monthly update in the world of Squad Development! We just want to say THANK YOU to everyone who has backed us thus far, and to encourage everyone to keep on spreading the Squad name! Just because we hit our first funding goal that doesn't mean the campaign has to end!

UqXkmcll.jpg

May was an incredibly busy month like always, particularly in preparation for Kickstarter and bringing the game to a stage where media can get a more intimate preview of the gameplay we will offer in the Early Access version of Squad. Without any further adieu..

Systems
  • Added first iteration of stamina system, limiting movement and affecting weapon sway
  • Added additional FOB functionality. Capturing, more reliable team wide spawn mechanic, passive resource generation, resource values associated with each deployable asset
  • Deployables are now team specific
  • Deployable ammo box is now able to replenish your ammo and allow you to change your kit
  • Updated radial menus for deployables and interactions with deployables
  • Improved quality of life with weapons handling, such as disabling zoom while sprinting and zooming in in hold-breath
  • Reload animations are now networked
  • Updated camera kit for media capture
  • Added a GoPro camera angle for media capture
  • Added toggleable crouch
CKfsSPpl.jpg
9pKDmg9l.jpg

jgOZV5I.png


Art
  • Added deployable ladders to give alternative options of breaching and defending structures
  • Added a large number of various deployables assets to both teams
  • Added a very large number of environment and foliage objects
  • Added HMMWV
  • Added M2A1 heavy machine gun for both deployables and vehicle mounts
  • Various updates to damage indication on soldiers
  • Added binoculars to Officer/Cell Leader kits
  • Added first pass animations for ammo and medic bags
  • Added SVD
  • Insurgent Sawn off Shotgun art asset completed
  • MP-443 pistol art asset completed
  • M72A7 LAW art asset completed
  • Added backblast effects for launchers
  • Added entrenching tools for both factions
  • Updated M4, AK-74 and RPK fire sounds
  • Ural 375D Truck Art Asset in Development

jgOZV5I.png


peP2oN5l.jpg
pN5wvfkl.jpg
470b8Vhl.jpg
2h0fsrIl.jpg
QBixu5yl.jpg
uzLbgmBl.jpg

jgOZV5I.png


Mapping
  • Added Kohat Toi as a playable map
  • Added many more domestic props to liven up the interiors
  • Major overhauls to Logar Valley

8XPBYIrl.jpg
awfcwQ1l.jpg

jgOZV5I.png


That's a wrap for this month! We implore you to check out and share our Kickstarter Page, tell your friends about us, tell them that the Dev team is active and talking! Stay on the lookout for new installments of our Boot Camp series, aimed at breaking down Squad's most basic components and a look into what separates us from other games in our genre. Till next update, have a great one!

Squad Dev Team

XCxTQPu.png
 
I shall donate for a Rifleman at the end of the month I think.

Can I ask a question on balance, if it is USA Vs Insurgents how are you going to balance out an M1A1 Abrams? Donkey with an RPG doesn't really sound right :D

Sorry if this has already been asked.
 
I shall donate for a Rifleman at the end of the month I think.

Can I ask a question on balance, if it is USA Vs Insurgents how are you going to balance out an M1A1 Abrams? Donkey with an RPG doesn't really sound right :D

Sorry if this has already been asked.

It's hard to describe how it balances. If it follows the same/similar route that Project Reality does, then you'd be really surprised with just how well balanced it can be. It all comes down to the players at the end of the day. If someone in an Abrams thinks they're untouchable and drives through urban areas, they'll swiftly find out they were very wrong.
 
Id be happy to pledge toward this, however i'm tired of wasting money on games which will forever be in Alpha and the age old saying "Well it is in early Alpha, i get that. Might come back in a few months"... Game dies.

Here's hoping tho.
 
It's all very map dependent but any kind of an urban area is an absolute no go for armour and same can apply for small villages. Insurgents have a lot of things that go boom and dying on the insurgent/rebel side doesn't particularly penalise the team, only way to lose tickets is if the cache gets destroyed so expect a lot of suicide attacks if you're in a tank.

This of course presents an issue of being in the open and exposed to RPG attacks, one might not do a lot but if there's a couple coming at you from insurgents and the fast and mobile technicals with RPG mounted on them then you'll start moving. There are also suicide cars/trucks to think about and lone wolfs sneaking up on you if you get too comfortable in one position.

Don't get me wrong if you have a good crew in a tank that positions itself well and moves around the map frequently then it is hard to kill one and essentially it can dominate a map in open spaces and aid assaults by providing covering fire to the edges of a city. Can't really go near them though as it's asking for trouble with too many rooftops and windows to scan for potential threats.

The map we currently seeing in Squad wouldn't really see a tank, it's more of an infantry map since that's the emphasis of development right now. Wouldn't fare well for a tank either with all those little hills, woods, bushes, field and house everywhere ;)
 
I shall donate for a Rifleman at the end of the month I think.

Can I ask a question on balance, if it is USA Vs Insurgents how are you going to balance out an M1A1 Abrams? Donkey with an RPG doesn't really sound right :D

Sorry if this has already been asked.

bJN and neoboy have explained it quite well :)

You have to approach things slightly different when playing as the Insurgent team. Use IED's and suicide vehicles to your advantage. The classic "shoot and scoot" works a treat. Lure BluFor into small areas and ambush them!
 
bJN and neoboy have explained it quite well :)

You have to approach things slightly different when playing as the Insurgent team. Use IED's and suicide vehicles to your advantage. The classic "shoot and scoot" works a treat. Lure BluFor into small areas and ambush them!

Thanks for the clarification Xcept, will be donating on pay day!
 
Back
Top Bottom