***Official Squad Thread***

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!
 
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

YouTube: https://youtube.com/JoinSquad

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

YouTube: https://youtube.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
 
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:
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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!
 
Project Update #9 - MOUNT UP! - Humvee Reveal Trailer


If we haven’t convinced you at this point that Squad is the game that you and your friends want to be playing…How about we turn this campaign up to 11 and prove it to you?


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It’s down to the wire for the team and our Kickstarter campaign, with only 72 hours to go and just over ($350,000 CAD + $9300 CAD in Paypal) $14,000 CAD to the next stretch goal (The Russians are coming!)

We are in the final sprint to the finish, and all of us on the team and in the Squad community would LOVE to see the counter go as high as possible before the end.

We have done everything we can and now it’s in your hands.

As always, the pledges and feedback are always appreciated.

We will see all you Founders on the battlefield in a few short weeks.

Offworld Out!

For more information on vehicles in Squad, please check out yesterday's episode of Boot Camp.


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
 
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