***Official Squad Thread***

Korengal Valley, Fallujah West and Muttrah looking pretty comfortable so probably be a toss between them. I'm actually surprised about Fool's Road being selected, guess it is just to show off Russian and British forces.
 
In the diagram below, I was wondering what you do about players rushing inactive objectives and camping the area so they can instantly take the objective as it becomes active? What stops me flying a helicopter and dropping off a squad before any kind of defense can be set up by the defenders?

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In the diagram below, I was wondering what you do about players rushing inactive objectives and camping the area so they can instantly take the objective as it becomes active? What stops me flying a helicopter and dropping off a squad before any kind of defense can be set up by the defenders?

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Isnt that called using your initiative?

This could backfire, it could leave you exposed at a previous objective and you lose it, meaning atleast one squad is miles away and cannot help anyone.
 
The current objective is about to be capped, you've flown a squad to an inactive objective way before that and they sit and wait, now it becomes active and you take it before any defenders can get there, now they can't get into the objective at all because the attackers have set up defensive positions. Copy and paste this strategy through the map. How do you prevent that? Do you place the defender spawn inside the inactive objective so there will always be people there? What about spawn protection?
 
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I hope there wont be any of form of spawn protection as it will be basically BF then.

Surely having the sense to move forward and setup ambushes is a good thing?

If you are getting spawn killed then move your spawn point.

To prevent it then the defenders have to change tactics and go on the offensive as well.

Why do you want to dumb gameplay down to all the other games out there?
 
UE4 - Oculus Rift Helicopter flight

HRRUGGGH!!! *brainhemorrhage*

Xcept1 - will there be animations of vehicle entry, or at least vehicles have to be going at a certain speed for people to enter / disembark?

One of the annoying things about the Battle Field games, and the like, is that the instant pop in/out of players doesn't represent the one of the real challenges of vehicles placement when it comes to pickup and deployment.

A surprising game that did this really well was actually Call of Duty 2, as the animations of getting on top of tanks etc made you really vulnerable for a few seconds.

Is it something that's being added in Squad?
 
I hope there wont be any of form of spawn protection as it will be basically BF then.

Surely having the sense to move forward and setup ambushes is a good thing?

If you are getting spawn killed then move your spawn point.

To prevent it then the defenders have to change tactics and go on the offensive as well.

Why do you want to dumb gameplay down to all the other games out there?

i'm pointing out some design flaws it's not 'dumbing down' there's nothing smart about it currently, this is a push map design not a neutral setup so as a defender I want a chance to defend and fight over each objective, losing the objective the moment it becomes active is not fun. I'm wondering what functionality is in place to prevent objectives being capped as soon as they become active so firefights can actually take place rather than 1 team rushing through the map at rapid pace capping everything unopposed.
 
i'm pointing out some design flaws it's not 'dumbing down' there's nothing smart about it currently, this is a push map design not a neutral setup so as a defender I want a chance to defend and fight over each objective, losing the objective the moment it becomes active is not fun. I'm wondering what functionality is in place to prevent objectives being capped as soon as they become active so firefights can actually take place rather than 1 team rushing through the map at rapid pace capping everything unopposed.

It's not a design flaw at all, it's called knowning your battlefield. Use your intuition - if a cap zone is being lost, fall back and dig in. The players are what will make this game, not hand-holding mechanics and drawbacks.

If a team fails to realise that they need to fall back, then they will get steam-rolled, as simple as that really.
 
It's not a design flaw at all, it's called knowning your battlefield. Use your intuition - if a cap zone is being lost, fall back and dig in. The players are what will make this game, not hand-holding mechanics and drawbacks.

If a team fails to realise that they need to fall back, then they will get steam-rolled, as simple as that really.

Defenders won't know they need to fall back as the objective isn't active - they will all be at the current active objective trying to win it, the defenders will have no idea there's people in the other inactive cap zones waiting for it to go active so they can take it immediately without opposition - not fun and just hoping every single person playing knows what's going on is not something you rely on when making a commercial product trying to bring in more players. If you're designing a map around the push concept the mapper is taking more control over players than a neutral setup, you do not treat it like you would neutral setup.
 
Xcept1 - will there be animations of vehicle entry, or at least vehicles have to be going at a certain speed for people to enter / disembark?

One of the annoying things about the Battle Field games, and the like, is that the instant pop in/out of players doesn't represent the one of the real challenges of vehicles placement when it comes to pickup and deployment.

A surprising game that did this really well was actually Call of Duty 2, as the animations of getting on top of tanks etc made you really vulnerable for a few seconds.

Is it something that's being added in Squad?

I'm not a developer and speaking from experience of PR but while the game lacked animations you certainly couldn't just jump into a moving vehicle willy nilly like in BF. In fact you had to be standing outside the actual door/hatch to enter and if you jump out of it when it's full speed then you die or get severely hurt most of the time.

If you're a crewman then you do also normally have to wait a few seconds until your vehicle becomes operational and you can start firing. Even for the basic .50 cal machine gun on top of a car, you have to wait a good 3 seconds before you can let rip.

Defenders won't know they need to fall back as the objective isn't active - they will all be at the current active objective trying to win it, the defenders will have no idea there's people in the other inactive cap zones waiting for it to go active so they can take it immediately without opposition - not fun and just hoping every single person playing knows what's going on is not something you rely on when making a commercial product trying to bring in more players. If you're designing a map around the push concept the mapper is taking more control over players than a neutral setup, you do not treat it like you would neutral setup.

This is where communication really comes into play. First off capturing a point can take a good few minutes depending on how many people are on it so opposing team has time to respond. Second of all the attacking squad will have to go into the other unprotected objective unseen to wait for it to be capturable which is not the easiest of tasks, if dropped off by a helicopter then everyone already knows you're there. Being behind enemy lines presents dangers of its own such as being away from your lines of supply and ambushes.

On top of that you're basically taking boots on the ground away from where the actual fight is taking place, hell if you have a full 9 man squad that's close to a fifth of a team doing nothing but waiting. I've see it happen quite often, squad either waits at next objective or starts moving towards it thinking the team has the other one in the bag already. Except by leaving that squad just taken a lot of firepower out of the team and original objective actually got lost and you know find yourself behind enemy lines having to double back to capture it again.

Of course as you said sometimes it works, your team is doing well and you request a helicopter to drop you off not far from next one and you managed to get there quickly and capture it as the enemy team failed to establish a solid line of defense in which case kudos to you for thinking on your feet and taking a risk that paid off. This game is more than just gun and run, if a team setup poorly then it can in fact collapse like a set of dominoes.

Now though we can also consider a lot of other scenarios for the above. Enemy had AA soldier/installation or .50 cal gun put in place nearby and the helicopter is shot down before it even lands. You get there and enemy team showers you with mortar rounds and half the team is now down or hurt, at which point an enemy squad arrives and mops you up while you're in a sorry state and away from your friendly forces. Sniper team on the nearby hill forces you inside the buildings at which point you fail to see an enemy squad approach who grenades you in the buildings and finishes you off. Enemy APC arrives and again you're away from friendly forces and don't have anti tank capability in your squad so get massacred.

Capturing too many points off the bat can have its own consequences, initial gains can be lost if you do it too quickly as you're not establishing lines of supply. Let's imagine you've successfully captured first two points on that map and just moved on to the third. Except now you're low on ammunition, used up most of your grenades and rockets and if you die you're far away from your spawn points. Enemy on the other hand is now close to their main base and well supplied. As you can see there are many ways it can go and in practice it works really well in PR so no reason it wouldn't work here.
 
http://forums.joinsquad.com/topic/1989-stretch-goal-1-final-vote-for-map-remake/

Final vote for map remake!

...and the nominees are:

Korengal Valley, introduced in Project Reality v0.8 and made by [R-DEV]CodeRedFox.

Fallujah West, introduced in Project Reality v0.85 and made by [R-DEV]duckhunt.


With a total of 1193 valid nominations, the community has given voice to what they want to see us re-imagine from our Project Reality roots.

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As you can see on the chart there are two candidates that stand miles ahead of the competition. So we have decided to let the final vote be between duckhunt’s Fallujah West and CodeRedFox’s Korengal Valley.


Let us talk about what your vote means before you cast it, for as we all know - with great power comes great responsibility!

First thing we need to clear up, is that we are not simply remaking the map 1:1 as it was in Project Reality.
We really mean it when we say that we want to re-imagine it in Unreal Engine 4 and SQUAD.

The layout is very likely to remain the same, at least to a recognizable degree. Maintaining the play style and feel of the map is also a big priority for us.
The rest we can’t guarantee will stay the same, The map in SQUAD will likely be bigger scale than the 1km sizes of these maps in Project Reality.

Let us talk about how much your decision matters in the grand scheme of things, cause in a lot of ways you are actually shaping the direction we are taking based on the choice of map.

Fallujah West

For those of you who are not familiar with the map, Fallujah is an urban map based on a real world scenario where the US Marine Corps and US Army fought a bloody and ruthless battle against Iraqi insurgents back in 2004. It is nitty gritty and the streets are a deathtrap for armored vehicles and infantry alike.

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By choosing Fallujah West, it nudges us over the edge to finally take the plunge into middle eastern urban environments, laying the foundation for many potential city maps in a new setting.
The downside of choosing Fallujah is that you won’t be playing it for a long time to come, but you can rest happy, knowing what it unlocks for you and your comrades in the future!

Korengal Valley

For those of you who are not familiar with the map, Korengal is also based on a real world location, a remote and deadly place in the eastern mountains of Afghanistan’s Kunar province where the US Army and Marines fight off the Taliban.
There are caves and difficult mountain terrain that you need to mind while keeping an eye out of the enemy.

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By choosing Korengal, you move us into a different Afghan environment and thus help us enrich our existing and any future Afghan based maps.
You will also push us towards introducing caves, real underground cavities in a map.
The development time should also be significantly less than if Fallujah is chosen.

The choice is yours, choose now, and choose wisely.

The vote will end 5 days from the time this thread goes live!

http://forums.joinsquad.com/topic/1989-stretch-goal-1-final-vote-for-map-remake/
 
Boot Camp: An Introductory Series - 4 - Base Building & Deployables

A reminder to all our backers, we are holding nominations for the Project Reality map remake on our forums here. Don't forget you need a forum account to submit your nomination!


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.

PLAYER-DRIVEN SPAWN-POINT AND BASE-BUILDING, which makes the front-lines of every match a unique experience. Players who prefer to construct rather than destruct have the capability to build fortifications and strong points for the team, and often play as important if not greater role than the ones doing the shooting.”

LOGISTICS AND RESUPPLY SYSTEM, realised through your team's network of player-placed Forward Operating Bases (FOBs) and Rally Points (RPs) to support your front-lines. Whether its ensuring a clear path between your main base and your forward bases, or risking the gauntlet and delivering supplies by helicopter or truck, a supply system controls what weapons are available at your Forward Operating Bases, and even how much you can fortify your spawn points. Defending friendly and eliminating enemy Supply Lines, FOBs and RPs become just as important as putting troops into the Objective Zones on the map.”

But what does that mean? How do the respawn mechanics work? You can actually build bases in this game? What does that entail?

Spawn Locations

There are 3 places where you can spawn in Squad.

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Each have their own unique purpose and utility. Rally Points (RPs) are useful in maintaining squad cohesion as they can be placed in locations relatively close to the front and be up and running without any form of supply. They work extremely well in a pinch if a squad has taken some losses and needs to regroup.

Forward Operating Bases (FOBs) are the bread and butter means of reinforcement as they allow the entire team to spawn within their walls. Placing them however requires a degree of coordination with logistics and also a limited number of them can be placed around the map.

Finally the Main Base (Main) is where both sides start at the beginning of the round. Spawning at this location is nearly instant and all vehicular assets spawn here as well. However by virtue of the game, the Main Base usually is the furthest point away from the front, so unless you have a means of transportation the walk back to the action is going to be a long one.

Deployables

Deployables are structures that Squad Leaders and Engineers can deploy within the construction radius of a Forward Operating Base. These structures require other soldiers to construct them, thus setting up a FOB is not a solo act.

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Deployables are divided into 3 categories - Fortifications which are defensive cover options and measures like sandbags, razor wire and trip flares; Emplacements are weapons platforms like heavy machine guns and anti-air batteries; Tech Structures are used to expand the functionality of a FOB, so necessities like ammo dumps, armories to change kit roles and a casualty collection point to take in wounded (more about this in a later Boot Camp).

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In addition you will be able to upgrade the Radio Hub to access higher level deployables and weapons. This will allow particular FOBs to become serious defensive and fire support assets on the battlefield, if enough logistical support is provided to them.

Logistics

Logistics are a critical part in maintaining the FOB system and supplying troops on the battlefield. Aside from delivering ammunition and reinforcements to squads in the field, players running logistics either by land or air are necessary in maintaining and upgrading Forward Operating Bases.

In addition, transport vehicles like APCs and transport helicopters play a key part in the mobility of a squad and factor in greatly when planning an assault or bringing in reinforcements to hold a defense.

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----

That wraps it up for the fourth session of Boot Camp! Next time we will explain the bare bones of our Medical system, and helping the survivability of your squad.

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
 
In the diagram below, I was wondering what you do about players rushing inactive objectives and camping the area so they can instantly take the objective as it becomes active? What stops me flying a helicopter and dropping off a squad before any kind of defense can be set up by the defenders?

Neoboy answered this pretty well. Eventually you will have a commander/TL who (hopefully) would be pretty well informed of what is going on. He will make a decision and call for whatever assets he deems necessary to deal with the problem.

HRRUGGGH!!! *brainhemorrhage*

Xcept1 - will there be animations of vehicle entry, or at least vehicles have to be going at a certain speed for people to enter / disembark?

One of the annoying things about the Battle Field games, and the like, is that the instant pop in/out of players doesn't represent the one of the real challenges of vehicles placement when it comes to pickup and deployment.

A surprising game that did this really well was actually Call of Duty 2, as the animations of getting on top of tanks etc made you really vulnerable for a few seconds.

Is it something that's being added in Squad?

Nothing on the cards at the minute for this. Here is what Z-trooper, our lead 3d Artist said on the matter:

The time, resources and effort that goes in to that is completely unreasonable for a team of our size and the scope that we want the game to be.
Not to mention a vast array of potential issues that need to be handled for extremely little gain.

Unanimous decision across the team I believe.

We may try some different transition effects, but no animations of you climbing into/out of the vehicle.

BUT! As neoboy pointed out, you have to move to the correct entry position of the vehicle to actually enter it.


Oh, and there will be NO spawn protection.
 
Project update #5 - Prime time with the Squad team!

The Squad development team is very excited to announce that we have been invited to join Pax Prime is Seattle August 28th - 31st.

Squad will be setting up an official 10' x 20' booth and offering play testing during the entire show.

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In addition, After the kickstarter has closed we will be giving away 4 sets of Sat - Sun passes to Pax Prime. (Tickets are sold out)

This opportunity will include a chance to officially represent squad at our booth (Shirt included!) and spend some quality time with the Squad development team. In addition, the participants will be invited to enjoy an evening out with the developers and some other activities in and around the Seattle area over the course of the event.

We will post more details in July as things get more organized.

Just to keep you all primed for the last week of the kickstarter and impending closed pre alpha we present some obligatory progress shots and some great videos being released by our testers and media guys.

Paul one six with his Helmet footage deep in enemy territory

and VideoGamerGuy with some great Kohat battle footage against a relentless insurgent attack.

Great work guys! We really appreciate the time you guys have been putting in to helping us test and refine the gameplay.

And of course some progress shots of our first detailing pass on Logar Valley. Expect more detail to come but we wanted to show off the direction we are headed.

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Give us 1 minute and sign up here for a last 2 day Kickstarter publicity push:

www.thunderclap.it/projects/27330-squad-tactical-fps-kickstarter

Continue to help us spread the word on the Squad Kickstarter, retweet, repost, chat it up on your VOIP servers, tell your pizzaman, etc.

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

As always, The Squad Development team thanks everyone very very much for their continued support.

Offworld out!
 
Xcept1 can u answer my ques? ive posted in there forums.

ive got the $37 one i would like to upgrade to the $87 one now what do i pay is it cad to pound or dollar to pound?

cheers
 
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