***Official Squad Thread***

Boot Camp: An Introductory Series - 5 - Medical System

Hope ya'll are enjoying E3!

Squad isn't in attendance, but our recent announcement that we will be at Pax Prime is keeping us (and hopefully you too!) excited and working hard on getting a super hot playable version of the game for the public to see in late August.

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In other news, don't forget our Project Reality Map Remake vote over on the forums. You have only less than a day now to cast your vote, so register and vote now!

Welcome once again 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.
A MEDICAL SYSTEM REFINED through 10 years of gameplay history. A revival system balanced to make medics and casualty evacuation an extremely critical part of the game, and with features like dragging coming to Squad, saving your buddy in the midst of battle is an experience like no other.”

But what does that mean? How does our Medical system work? What role do Medics have on the battlefield?

The Medic, Casualty Evacuation & Reviving

Medics are a lightly armed role, kitted with a service rifle, a compliment of smoke grenades, a limited amount of medical supplies and a reserve of field dressings. Their primary job is to keep the squad in working capacity by treating the wounded and reviving friendly soldiers that have been Incapacitated. The medic is the only role capable of bringing soldiers up from the Incapacitated state.

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When You Get Hit

Getting hurt on the battlefield is an inevitability, but how you and your squad manage your wounded is key in prolonging combat effectiveness. Below is a simple flowchart on what happens, and what measures your squad-mates can take to ensure you make it through the round in (hopefully) one piece.

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The medic needs to stabilize and treat the casualty until he is back on his feet, at which then the soldier is put into a Wounded State.

The Wounded State & Casualty Collection Points (CCPs)

After being revived, a soldier is put into a wounded state. You will continue to function as normal, but will receive a penalty in stamina, an increase in weapon sway as well as being much more likely to be outright killed next time you are incapacitated. You are still capable of putting up a fight, but you are not as combat effectiveness as a replacement who is fresh and hasn’t been incapacitated before.

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To take you out of this wounded state, we are including a tech structure with FOBs called the Casualty Collection Point (CCP). Players have the option now of falling back to the nearest CCP and be brought back to full strength. The analogy here is that the wounded has been evacuated and a replacement has come to the front, incurring no penalties to the team.

Doing this gives the squad with wounded options, whether to press on at half-strength, or call in transport and evacuate the wounded so they can return to the front at full strength. It also gives pause to the squad, and if they are taking this many casualties then a change in strategy or tactics can be thought through.

That wraps it up for the fourth session of Boot Camp! Next time we will delve into Vehicles and Combined Arms Warfare, what that means and how Squad will handle such a powerfully game-changing feature.

Till then, Offworld Out.

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

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Press: http://press.joinsquad.com
 
Project Update #6 - If you don't hear it.. you're already dead

We asked our sound developer Anders to give us an overview of what he has coming down the pipe and paint a nice soundscape of what we can expect to hear in Squad.

I suggest you put your best headphones on and close your eyes.

Anders: Many people have come to us with sound ideas and some of that is already being worked on as we speak. There are many things people wanted to see in Project Reality mod that couldn’t be made because of engine restrictions, but UE4 has really opened up many doors in this area.

I would like to show you an example of how bullet supersonic snaps will sound in-game. The thought behind the “bullet fly-by sounds” system would be to have sounds heard in different distances depending on how far away the bullets will pass from the player.

Here’s a little taste of how they will be heard up close:
https://soundcloud.com/littlesnus/bullet-snap-close-demo-01

And here’s an example bullet cracks further from the player:
https://soundcloud.com/littlesnus/bullet-snap-medium-demo-01

There has also been discussion and expectation on how gun fire will play. We want to show you an example of how an M4 fire sound will be heard at different locations of the map close up. This will be achieved by dynamic reflection of sounds that localize depending where the player is on a map and will add different kind of reverbs to the initial gun fire sound.

This will start with:

1. Open field

2. Urban environment

3. Forest

4. Indoor

Enjoy:
https://soundcloud.com/littlesnus/firing-m4-close-dynamic-reflection-demo-01

As always we appreciate everyone's comments, encouragement and support.

Offworld out!


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

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Press: http://press.joinsquad.com
 
Project update #7 - The People have Spoken; NEW Developer Diary

Let them have Fallujah!

By an overwhelming margin Fallujah West has won our stretch goal map remake vote.

Take a look!
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It will be a long hard road but we are excited about making it. We appreciate everyone's enthusiasm for all the nominated Project Reality legacy maps, and we will definitely be having a lot of fun re-imagining this classic map.

On to our update!

Lots to talk about but first.. a word from our marketing team...

Hopefully all of you are as excited as we are to be in the final week of the kickstarter and we hope you can all help us out in the final push by joining our Thunderclap Campaign. This is your last chance to get your voice heard and help push this Kickstarter campaign to a new level of awesomeness.

Sign up here!

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We also have a very nice Developer Diary explaining some features and changes we have recently added. This Dev Diary was produced by SgtRoss, our military advisor and game designer.

Hopefully after the kickstarter campaign wraps up we can continue to bring you more updates in this format. (Let us know if you like it!)

And just when you can take anymore.. we have some art updates that we thought you all might like ;)

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As always, stay safe and identify your targets!

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

Instagram: http://www.Instagram.com/JoinSquad

Press: http://press.joinsquad.com
 
Recognise those bloody curbs you can't walk over ;)

Waiting on updates in the last week, be surprised if we don't get a snippet of info about BAF for that lash funding push :p
 
Have to say that since they increased squad numbers to 8 people in PR, I have found myself spending more time managing the team rather than fighting. As this is going up to 9 in this game I wonder if they could implement a system where you can split your squad into fire teams more easily to make on the fly management a lot smoother and more fluid.

I touched on it in the PR thread, idea of creating fire teams for covering fire and also attacking a position/compound from two sides. At the moment you normally have to tell your AR and a medic to stay back while you need covering fire which works well enough most of the time. What I think might work is the ability to split the squad into whatever fire teams you want and being able to cycle between them easily, almost like in Brothers in Arms.

So for example if you're setting a move/attack/defend/etc marker, the whole squad is selected by default, however, if you have fire teams then you can press X (don't believe it's used for anything outside of vehicles) and it will then cycle to Alpha team and only they will see their marker. Then press X again to cycle to Bravo who will be comprised of roles good for covering fire and marker you give them will only be visible to them. That way you basically just say, "Team bravo provide cover from your marker and team Alpha assault with me on our one".

This should make communication clearer with little lost in translation. You could even have one marker that a whole squad sees and then separate one for the role of the designated team, so for example you'll see a marker for the overall objective ("we're attacking this point") and separate one for what that team is doing, i.e. "you're covering from here" or "we're attacking from this angle". This one could make things a little too complicated and clustered on the screen and defeat the whole point of making managing a squad more fluid.

If it's a feature in the game then it eliminates having to explain at the beginning of every round how this whole fire team business works. Things won't get messy once somebody leaves the squad and explaining to new people how you want it to work during a firefight. When moving through a city environment you could simply ask for Alpha to be on the left and Bravo on the right so not be taken out in an ambush in one swell swoop. It will also be very useful to transport squads with multiple vehicles as you could simply split the squad and all pilots/drivers will see their own markers.

You could also have an engineering squad with mortar fire team who can operate semi independently with their own attack markers for range while normally sharing similar objectives with the rest of the squad, e.g. setting up defensive positions while sharing same resources. Probably a few more ways this can be come in useful but this is already becoming a long post!

Also think another little feature that could work is being able to designate kits to squad members, not really a necessary thing if you have a solid squad of people you know but with public ones and people coming and going could make it little easier to designate clear roles for everyone.
 
3 days to go for the Kickstarter. Not long now!

Boot Camp: An Introductory Series - 6 - Vehicles Vehicles VEHICLES!

Welcome once again 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.

COMBINED ARMS WARFARE. Join a tank crew, be an unstoppable force in a CAS helicopter with your co-pilot or even run logistics and build fortifications, there are many ways to make your mark on the battlefield. From grunts to motorcycles to APCs to attack helicopters and everything in between, we offer gameplay systems that make multilayered teamwork enjoyable and rewarding without the need to join private communities.”

But what does that mean? How do vehicles serve to augment a Squad’s battle capabilities? What kinds of vehicles are we to expect from Squad?

What role do Vehicles play in Squad?

There are three distinct roles that Vehicles play on the battlefield.

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A lot of vehicles in Squad provide a combination of the three, in varying levels depending on what class or type of vehicle it is.

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Easy enough?

Ground-based Vehicles

Ground-based vehicles are vehicles that spawn at the Main Base, and serve to support the team, or lead the charge throughout the battle. Vehicles in Squad depending on their type will spawn at different intervals, and when lost on the battlefield, will incur a hefty re-spawn timer and loss in team resources (tickets), thus carrying more of a value to the team.

Almost all ground vehicles require at least 2 players to crew and to maximize its efficiency, usually in a Driver/Gunner configuration. Depending on how heavy the vehicle is, the player will need to adopt the specialist “Crewman” kit role in order to operate the vehicle.

Heavy Ground-based vehicles like APCs and Tanks are often equipped with powerful optics and Thermal Infrared imaging, giving them a great observational advantage and range over infantry units.

Below is a chart of ground vehicle types you will encounter in Squad.

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Air Vehicles

Air vehicles are also vehicles that spawn at the Main Base, and are an incredibly specialist form of vehicle that is vulnerable to ground fire, but are typically highly maneuverable and can drastically change the way a battle plays out. In addition air vehicles are not at the mercy of the terrain and are often used to surgically move in and suppress enemy units in the form of Close Air Support. This requires close communication and coordination between ground and air units.

All air vehicles require at least one dedicated pilot to operate. The player will need to adopt the specialist “Pilot” kit role in order to fly the vehicle. The pilot is lightly equipped, often with just a sidearm, but there will be cases where the pilot can survive the downing of their aircraft and can live to fight another day.

Resupply and Transport by air is often the fastest way to move troops and supplies around the battlefield. However there is the ever-present danger of Anti-Air units of which all pilots need to be aware of, and it is there that communication and proper scouting of danger zones is critical in their survival.

Below is a chart of air vehicle types you will encounter in Squad.

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That wraps it up for the sixth and final Boot Camp session! We would like to thank everyone who has kept up with this series since its inception. Down the track we will be producing more of these to explore lesser known, but nevertheless key areas of the game in detail. Stay tuned!

Till then, Offworld Out.


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

Sign up for Thunderclap, reach out and spread the word about Squad to millions!

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
Instagram: http://www.Instagram.com/JoinSquad
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Press: http://press.joinsquad.com
 
Looks like I'm going to have to miss the Kickstarter funding. Can't afford to pledge until payday and it closes to soon for me :(

Will have to wait for the Steam Early Access sadly.
 
Looks like I'm going to have to miss the Kickstarter funding. Can't afford to pledge until payday and it closes to soon for me :(

Will have to wait for the Steam Early Access sadly.

We're looking at the option of continuing the Kickstarter on our own site as there are a lot of people in your situation who wan't to contribute. Watch this space!
 
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