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  • Squad Boot Camp series

    So as anyone who backed the game directly through kickstart most likely already knows, the folks at OffWorld will be posting a series of videos that break down the fundamentals of gameplay and all that is Squad. I'll repost the videos here or the direct link to the source if they bundle them together if anyone would like.
    Victory through speed, smoke, and suppression. Ground Pounders lead the way!

  • #2
    Re: Squad Boot Camp series

    Originally posted by Twogun View Post
    So as anyone who backed the game directly through kickstart most likely already knows, the folks at OffWorld will be posting a series of videos that break down the fundamentals of gameplay and all that is Squad. I'll repost the videos here or the direct link to the source if they bundle them together if anyone would like.
    Sounds great dude!

    Comment


    • #3
      Re: Squad Boot Camp series

      I just want to fill y'all in on why I'm doing this, after I took a look at the post for this Offworld posted I was rather displeased. It was posted as a kickstart update so it had some clutter and in my opinion could've been done slightly better, but that's my take on it. Either way, here is the info posted in Class 1: The Basics.

      Compass & Minimalist HUD

      On your Heads-Up Display, you will see only 3 things. In the middle, your compass, which you use to instantly call bearings and direction; on the bottom right, your weapon’s fire mode and reserve ammunition; and on the bottom left your current stamina.



      Having less information being spoon-fed to you means that you will need to rely on not only your own eyes, but the eyes of your other Squad mates. The Compass will also display crucial information via the command marker from your Squad Leader.

      Kit Roles

      In Squad, every player chooses a Kit Role.



      Each role is assigned exactly what they need to perform their duties, whether it be a machine gun with a bipod for creating a base of fire, or a single light anti-tank rocket for light armor, but the idea is to standardize load-outs in order for you as the player to know exactly what the soldier next to you is capable of doing at a glance. There are also deliberate limitations as well, controlling the number of heavy weapons and specialized troops on the battlefield. No squads full of snipers! Penalties also apply if you are killed and lose your heavy equipment in the field, so with great power comes great responsibility.

      The Squad Leader

      Squad Leaders are the brains of a Squad. Many players will find it difficult initially to step into such a role, but leadership is one of the most rewarding aspects of the game. At your disposal are tools that help you maintain Squad cohesion.

      Place-able Markers



      Markers are placed by the Squad leader either in 3D space, or via their command map. These markers will show up on every Squad member’s compass and on their own maps, and are used as a quick means to coordinate your intentions and messages to your Squad.

      The Rally Point



      Rally Points (US Army on the left, Insurgents on the Right)
      Rally Points are the Squad’s primary means of reinforcing themselves. They are a spawn point placed by the Squad leader and allow for a Squad to regroup after casualties have been taken or otherwise. These will require the Squad Leader as well as a few of his Squad members to be present near him when placing. In addition, these can also be easily overrun by the enemy, so careful placement is necessary.

      That wraps it up for the first session of Boot Camp! We will bring you another one very soon, this time explaining our approach to Voice over IP and what it means for you. We will also revisit some of these key concepts, such as Squad Leading and Kit Roles further down the track!
      Victory through speed, smoke, and suppression. Ground Pounders lead the way!

      Comment


      • #4
        Re: Squad Boot Camp series

        Class 2: VOIP

        Completely Integrated Voice Solution

        VoIP in Squad is a completely tailored solution, built from the ground up, to facilitate voice communication right out of the box. Voice quality is comparable if not better than the leading third party solutions, and is tied in very closely with the team and squad organisational structures. All you need to do is have a microphone!

        As soon as you join a squad, you have two channels open to you, each assigned a push-to-talk hotkey.



        The beauty of local voice is that it is a 3D positional replication of your voice, so anyone within a 25 metre radius of you will be able to hear you, and so the further you are from the person speaking over Local, the quieter they sound. Also if they are to the left or right of you their voice will come from that respective side.

        If you are a Squad Leader, you have even more communication channels to help you with coordination.



        In order to further encourage use of Squad’s native VoIP, you will continue to have the ability to transmit while wounded or dead. In addition local voice chat will not be picked up by the enemy.

        That wraps it up for the second session of Boot Camp! We will bring you another one very soon, this time explaining our approach to level design and game modes, in order to facilitate much more strategic play, as well as prolonging the life we have for our maps.


        This concludes Part 2, small I know but a promise is a promise. Take care TG
        Victory through speed, smoke, and suppression. Ground Pounders lead the way!

        Comment


        • #5
          Re: Squad Boot Camp series

          Scale

          Maps in Squad can range between 1.5²km (2.25km²) to 4²km (16km²). To give you an idea..



          This large-scale approach was taken to make vehicular travel a necessity to go from point A to point B, as well as stressing the importance of well-placed spawn locations and Forward Operating Bases (FOBs) to maintain your front line.

          Advance & Secure Game Mode

          The core game mode of Squad that we will be launching with is called “Advance & Secure”. Teams compete to capture objectives in a linear path.

          Capture zones often are strategic points on the map with a countless numbers of approach options, so defending highly contested positions requires lots of coordination, clear means of reinforcement and some kind of fortification.



          Maps are being designed with as much replayability as possible, while minimalising the benefit of map memorisation. Upon the start of each round, the capture points and attack routes will change.

          How to Wage War

          There are 3 main things a team’s Squads need to be doing while in the field, either SECURING new ground and routing the enemy from their positions; SUPPLYING the front lines with troops (via transportation) and additional supplies; or FORTIFYING positions with deployables using supplies and defending the objectives.



          In this manner there are a wealth of roles a player can take up within a Squad, and within the team as a Squad. Want to make the next Great Wall of China out of sandbags? You can. Want to be a hard charger and take your squad into the thick of the action? You can. Want to drive around the battlefield, pulling troops to where they need to be? You definitely can.

          Primary, Secondary & Tertiary Objectives

          There are 3 things you can actively do as a combatant -



          The secondary and tertiary objectives in Squad are completely dynamic as it is entirely dependant on how the opposing side structures its bases and supply lines. This stresses the importance of battlefield reconnaissance and intelligence, either with scouting parties or UAVs.

          That wraps it up for the third session of Boot Camp! Next time we will be explaining our approach to Base Building and the importance of Deployables. Get your shovels out, gentlemen!
          Victory through speed, smoke, and suppression. Ground Pounders lead the way!

          Comment


          • #6
            Re: Squad Boot Camp series

            Spawn Locations

            There are 3 places where you can spawn in Squad.



            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.



            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).



            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.

            Victory through speed, smoke, and suppression. Ground Pounders lead the way!

            Comment


            • #7
              Re: Squad Boot Camp series

              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.



              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.



              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.



              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.
              Victory through speed, smoke, and suppression. Ground Pounders lead the way!

              Comment


              • #8
                Re: Squad Boot Camp series

                Nice!

                Comment

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