Inspired by the Project Reality modification for Battlefield 2, the game will place its players in a realistic environment and encourage them to work together. Doing so tends to be an excellent way to build an immersive and visceral combat atmosphere. To those familiar with PC shooters, the best way to describe this would be as a middle ground between the Battlefield and Arma series.
Built from the ground up in the Unreal Engine 4, Squad pits teams of up to 50 players against each other in white knuckle modern day combined-arms combat scenarios, with both conventional and unconventional forces. The players dictate how the scenarios unfold with base-building and interactive environments, intuitive squad command and management tools and large-scale warfare where strategy and leadership are just as important as a quick trigger finger.
The battlefield of Squad is built around organized teams using both the environment and the assets available within the ga6me to wage a tactical battle against an opposing team. From role organization to base building to vehicle mechanics, teamwork amplifies the effectiveness of the tools at your disposal. Supported by intuitive positional VOIP and navigation systems players will be able to maintain situational awareness and seamlessly interact with others. Dedicated chain of command channels and localized voice will be an effective tool for communication and organization.
After hitting one of their biggest milestones with the introduction of vehicles in Alpha Version 7, The Offworld team was able to settle down into a 2 month long deep engine level cleansing and refactoring of it’s code systems. On top of the performance gains a few treats were added for gamers including the ground shuddering rocket technical.. Something that needs to be experienced first hand on the receiving end.
Version 8 is now available on Steam.
Major Changes
- Optimization:
- Increased Client side performance across all systems
- Refactored all effects to be less client heavy increasing frame stability
- Optimized UE4 Collision environment
- Mutli-threaded many in game systems
- New Vehicle Variants and Assets
- Improvised rocket artillery variant of the technical for both Insurgents and Militia factions
- A remote controlled “CROWS” HMMWV variant with optical zoom and mounted with a M2A1.
- Russian NSV heavy machine gun firing at a blitzing 700 rounds per minute.
- Forward facing shield variants to the Dshk machine gun for vehicle mounted and deployed classes
- Weapons updates:
- Added experimental environment penetration for heavy machine gun calibers.
- Added a progressive penalty to weapon sway as your stamina lowers
- Visual suppression effects have also been slightly increased across all weapons.
- Lighting & Post Processing:
- A huge lighting pass on all the maps has given each map at least two lighting scenarios
- Maps have also been beautified through effects like bloom, ambient occlusion, and lens flares.
- Main menu: Server browser and graphics menu
- Server browser switched to an asynchronous update method with limited filtering
- Rebuilt the graphics menu to increase intuitiveness and added tooltips to various options
- Squad Wiki Makeover: The Squad Wiki has been recently revamped to be more inline with site and forums feel.
Squad is currently available on Steam Early Access.
Squad seeks to establish a culture of camaraderie that is unparalleled in competitive multiplayer shooters. This is a game where you can work together and coordinate with your team: players from around the world, often that you just met.
Squad will support up to 100 players in competitive multiplayer. This broad scope serves to immerse the player into a rich battle environment filled with challenges and opportunities. With teams of sufficient size, some players can perform supporting roles while leaving enough front-line combatants to provide fun and challenging gameplay across the full expanse of the battlefield.
A wide variety of support vehicles and aircraft will be included. Tanks and close support helicopters will spearhead a team’s assault into enemy lines while transport helicopters and APCs will provide much needed logistics and transportation support.
Commanders and squad leaders will be given the ability to shape the battlefield through construction of defensive and offensive fortifications as well as control of battlefield planning and supplemental combined arms assets. Coupled with this, spawn dynamics will be affected by occupation of territories and level of supply each objective is receiving. Organized control of the battlefield will ensure a properly supported supply structure and pave the way for a strategic victory.
It’s all about teamwork.
Key Features:
- Massive Online 50 vs 50 Squad-Based Combined Arms Warfare
- Large scale maps up to 8km^2. (currently working with 2km and 4km maps)
- Organic and Emergent Gameplay, this won’t be a linear shooter
- Maps based on Geographic Information System satellite data of real world locales
- True First Person (aka ‘body awareness’) character models, there won’t be walking gunheads here. High quality models and complex animations systems.
- Built in Voice Over IP using the best codecs available, with attenuated localized, intra-squad radio, and inter-squad command radio communications.
- Simulated damage models and simulated ballistics
- NO grinding rewards system and no dress up dolls
- Showcase Deployables and Base Building which no other military FPS has.
- Real world current time period armaments using highly accurate modelling
- Teamwork oriented gameplay that doesn't require a clan or private server to fully realize the potential of the gameplay.
- The creation, defense, destruction and resupply of chained spawn positions in an overlapping and always fluid emergent chessboard designed in our maps.
- A very open development team with excellent community communication, and preparations in progress for mod support near retail release.
- Essentially an "everything" game. Infantry/Logistics/Air Combat/CAS/Armor Warfare
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