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SQUAD Updates
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Squad will be a tactical military game built from the ground up on the Unreal Engine 4 as a cooperative shooter, where high levels of teamwork and communication are supported, encouraged, and integral to gameplay. Complementary with that focus, we are seeking to bridge the gap between arcade shooters like the Call of Duty and Battlefield series, and military simulations like ARMA.

Since April 2014 they have been assembling a team and taking the first steps towards their first public release. This will be a standalone fully functioning demo that will be free to play and fun to play.

They have already implemented the following:

- Support for Teams, Squads and Rallypoints
- Basic Integrated VoIP
- Advance and Secure

- 7 Character models composing the US and Taliban factions
- Basic weapon & equipment sets including ARs, MGs, Grenades, etc.
- A HUD system for map, compass, nametags, etc.

- Distance Sounds
- Dynamic crop & foliage generation system
- Physically Based Rendering texture pipeline

- A library of Afghan statics and accessories
- Fully functioning weapon code
- A true first-person character system

- Networked Play
- A Master Server
- An online account system



Squad Forum:
http://joinsquad.net/forums/

Posted on: 2014/10/19 3:24
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Re: SQUAD
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This looks very promising. Especially being a standalone where you don't have to be a programmer to get it to run on your PC like PR BF2 mod was.

 

They are also asking for people to join their steam group to help spread the word.

http://steamcommunity.com/groups/JoinSquad


Posted on: 2014/10/19 22:49
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Re: SQUAD
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Really looks like it has the potential to be a great game.. even better a great clan game!?!

Posted on: 2014/10/31 16:03
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Re: SQUAD
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It looks a lot like Project Reality.

Posted on: 2014/10/31 17:55
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Re: SQUAD
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That is probably because the dev's are from the PR team. Great group and they now have a post on their forum asking for 3D texture and paint experience as well as other positions to be filled. They also have a lot of support from gamers that used to play PR because it looks so promising. People are wanting to throw money and time at this project and some are talking about having thousands to throw at it when they start accepting donations. If they are able to do everything they want to do this will get off the ground quickly.

Posted on: 2014/11/1 0:38
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Re: SQUAD
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Added to the first post



ALONE ON THIS BATTLEFIELD, YOU WILL NOT SURVIVE.

Squad is an online, team-based military themed first-person-shooter where high levels of teamwork and communication are crucial to success.

Built from the ground up in the Unreal Engine 4, Squad pits teams of up to 50 people each against each other in intense modern day combined-arms combat scenarios, both conventional and unconventional.

The flow of the game is dictated by the players with base-building, intuitive squad command and management tools and large-scale warfare where strategy and leadership are just as important as a quick trigger finger.

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.

Most of our maps will come directly or be heavily inspired from real world locations through Geographic Information Systems (GIS) satellite data, where authenticity and total tactical freedom to roam will always be part of the game.

MASSIVE 100 PLAYER SERVERS. 50 on 50, in countless squad combinations, all vying for control over an expansive battlefield.

Squad can be enjoyed on a much smaller scale with more concentrated fighting areas and tighter player counts, but still offers the freedom, tactical maneuverability and opportunities for team-play that are the hallmarks of the game.

KIT ROLE SYSTEM, be it a machine gunner, sniper, grenadier, APC-crewman, helicopter pilot, squad-leadership, construction engineer, medic, forward observer or even a plain old rifleman, every role has a part to play in the battle. This clear division of responsibilities greatly helps the experience as no one soldier can possibly do the job of an entire army. Personal progression is not measured by how shiny your weapon is, but how flexible you are in mastering all the different battlefield professions.

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.

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.

REAL WORLD CURRENT TIME PERIOD FACTIONS, including regular and irregular forces. Meaning the inclusion of realistic tactics, weapons, accouterments, load-outs, vehicles, sounds and sights of war using highly accurate modelling accrued from our military advisors as well as years of experimentation and experience in the modding scene.

BALLISTICS AND SIGHTS. Server side, simulated Newtonian physics with our custom physics engine code. From small arms to grenade launchers, mounted machine guns to dumb-fire rockets, we aim to have working sights that significantly up the level of immersion when it comes to firing your weapon.

SIMULATED DAMAGE MODELS. Server side damage system where being shot means you're not going to be sprinting until treated by a medic, and a direct shot to your wheels means you're not going to be moving around until field repairs have been made.

INTEGRATED POSITIONAL VOIP COMMUNICATION, no need for third party programs, we're using the most effective codecs in-game. Speaking to other squad leaders across the map, or even the man next to you couldn't be easier.

ALL THE TOOLS NEEDED FOR INTRA-SQUAD AND INTER-SQUAD COMMUNICATION built into the game. In the last ten years, the industry has moved away from providing proper command and communication features available out of the box. Squad will fix this.

TRUE FIRST PERSON CHARACTERS. (aka ‘body awareness’) character models, there won’t be walking gunheads here. Your first person movements will be the exact same as seen by other players in third person. There are no rigged 1P arms for your on screen infantry character, the entire character body is modeled and viewable at all times.

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.

ASSAULT AND SECURE, an objective zone based game mode that promotes a defined 'front-line' style of combat. The objectives also are regenerated every round, so no two sessions will ever play the same. We plan to have many more game modes to come!

ADMINS SPECTATOR MODES AND OVERVIEW PANELS to allow administration teams the tools required to own, operate, and oversee their servers.

REFINED MACHINIMA/FILMING TOOLS designed by film enthusiasts for ease of use, to allow for high quality machinima or gameplay videos.

SUPPORT FOR MODDERS AND MISSION DESIGNERS FROM DAY ONE of retail release. The Squad developers are paying it forward and will provide reference and frameworks for hobbyist modders and mission creators, and paid commissions for qualified mod teams.

SUPPORT FOR TEAM TOURNAMENTS AND LADDERS. Both large scale 50v50 matches for public and clan ladders, and 5v5 and 8v8 on specifically designed smaller maps, allowing tournaments that can take full advantage of the Unreal Engine 4 framework, animations, weapons and ballistics systems to challenge the competitive FPS standard for the last several years.

A DEVELOPMENT PROCESS OPEN TO EARLY BACKERS having direct access to the Dev Team during testing sessions and monthly live-streams. This was a mainstay of our decade of modding, and we're adding live-streaming to show off the process as we go, and will continue to be a way for the community to get direct access to the game as it develops and evolves, and for the Devs to get in the trenches and have some fun and get feedback on the gameplay as we implement and test planned features.

Posted on: 2015/4/6 0:03
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Re: SQUAD
#7
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More FAQ regarding SQUAD:

http://joinsquad.com/faq

Posted on: 2015/4/6 13:33
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Re: SQUAD
#8
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I'm definitely keeping an eye on this game. It looks like the 'one'

Posted on: 2015/4/9 15:57
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Re: SQUAD
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Quote:

McGuirk wrote:
It looks a lot like Project Reality.


...... you have my attention.

Posted on: 2015/4/9 21:16
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Re: SQUAD
#10
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Could this be the game that we will all play and enjoy that we have been waiting for??

Posted on: 2015/4/10 20:14
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