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Found 19 results

  1. The commander's Choice is an open event, we invite all members of the great Squad Community to help us populate and play in this event. If you are interested in commanding, squad leading, or you just want to be a grunt on the frontline, join us! We are planning on hosting more of these, so if you did not make Commander or squadleader, or even grunt the first time around, feel free to help us organize and run this event for a chance next time! Map Information: The map will be Yehorivka AAS V1 US Team assets are: 3 Strykers, 2 HMMVWs, 2 transport trucks and 2 Logistic Trucks. Russian Team assets are: 2 BTR-80, 1 BTR-82A, 1 MT-LBM 6M, 1 MTLB 6MA, 2 Transport Trucks and 2 Logistic trucks. Event Information Each Commander will be in admin cam ingame, telling their team what to do, and will play the game much like a strategy game. They will be restricted to only view their own teams positions, and not use the admin cams ability to view all. We obviously know the admin cam can be abused, and will ensure both commanders have integrity aswell as running the server behind a password. Hopefully both commanders will stream allowing complete transparency. Each Commander will also be required to make a battleplan and maintain and organize their team as best they can before the battle. Server Information The server will be running from Free Candy Van 2, we run our servers from OVH on an Overclocked i7 7700k @ 5ghz, with 64gb of DDR4 ram and 2 SSDs, which should be more than enough to maintain the server. If you are interested in livestreaming the event then you are welcome to do so, and if you want us to promote your channel as you are streaming, reach out to us, but it is not required to stream our event. We will not permit anyone else but the Commanders to use admin cam. Rules Obviously standard FCV rules apply, with common sense being mainly the red line here. All squadleaders must follow commanders orders. All squadmembers must follow squad leader orders. All players must have microphones. Any issues will be dealt with Wicca. Rushing flags is permitted. Each team may only go to the last flag of the enemy team, but may flank to either side towards the enemy mainbase to attempt to disrupt supply runs. Signup Dates & Times All signups and organization will happen in the FCV Squad discord. Commander signup 16th of September 1800 UTC [FCV] Training, Task Force & Admin team Signup 19th of September 1800 UTC Player signup 20th of September 1800 UTC Battle 30th of September 2000 UTC
  2. Alot of SQUAD players are requesting to SQUAD Developers a new map, and since everybody likes the lastest map AL-Basrah from PR - Project Reality , we are requesting a NEW IRAQUI URBAN MAP , this map is also very played in PR Project Reality called " Ramiel " , its a REPLICA of the Area in Somalia on the movie " Black Hawk Down ". And we as players would like to Developers at least think about it , the possibility to Re-Create Ramiel Map , now for SQUAD game. In PR Project Reality we also had a " COMMANDER " operating from a UAV , to call coordenates for SQUADS for each team, to improve Teamwork and to Guide the SquadLeaders to a Higher Performance In-Game. We really miss the " Commander " from Project Reality with his several funcions, such as Artilhary Strikes and Command each Individual SquadLeader. We also request on " Mortars - Emplecements " , to the SquadLeaders of U.S Team and Russian Team on the F.O.B area so they can be Deployed 2 Mortars in total. They can be built 2 at the same F.O.B or 1 Mortar at different F.O.B location across the map, so there is on Mortar for each F.O.B with maximum capacity of 2 of 2 Mortars per Map, since the Artilhary Vehicle is Mobile. I played 8 Years Project Reality. My Complements to all SQUAD Staff , you are doing a 10 Star Job, signed by Tupac Pereira.
  3. Area attack

    Area attack pro's and con's plz discuss Imo we don't need it, I think it ruins game play.
  4. The Commander Role

    So a HUGE aspect of project reality was the "Commander". The ability to have a objective set from a commander who has an overall understanding of the fight unfolding (well at least you hope they do). The commander function to command units, the UAV's role, and other command aspects is nice. Because there is confusion among squads sometimes about what is going on. Having a commander find those objectives for you is nice. It makes being a squad leader a bit more easy having a unified command structure.
  5. Make the commander the most diserable role to play! I played a lot of bf2! And it was so boring to play commander. Squads didnt follow orders and you didnt really have a big impact on the game except from eternally spotting enemies. I'm confident SL's Will follow orders (in Squad) but its not really a big adrenaline rush to have 3 otter Guys on your comms channel, and seeing Dots on a map. Solution? Make the commander awesome! Reinforcements: I suggest the commander should impact spawn timers on vehicles, it can be done in 1 of 2 ways as i see it. 1st: prioritizing respawn timer rates e.g. your 1st priority gains a 2x respawntimer boost, 2nd 1.5x and 3rd 1.2 (what ever). - If no commander boost rates could just level out on all vehicles 2nd. simply buying vehicles like building fobs. though with a maximum so you can't have 2 or 3 mainbattletanks or whatever. This way the other team wouldn't know if they are going up against an armored force or a fast-moving recontype force. - If no commander is chosen a standard picking for a balanced force is chosen. (my favorite) being in charge of reinforcements gives the commander a greater strategical impact. I think we all agree mainbattle tanks shouldnt respawn right after being destroyed. Vehicles should be cared for and valued highly. The squad should cheer when destroying enemy vehicles... knowing they wont see the fckr again for a long time. Offmap assets: Commander is in charge of all offmap assets: Artillery, UAV's (small videofeed of whats going on atm), drops and.. piloting planes! Helicopters belong on the map. Planes do not! We Will miss out on the brute force of a plane haulning over the map in 12 seconds If their speed is to fit into gameplay. I hate missing out (see the link, you can't fit this into a game where an airplane takes off and land on a 8x8 km map). Let the commander call a plane into the A.O and have him pilot or Gun it when dropping a JDAM on an enemy compound or shooting down a helicopter bugging your squads. "Air support incoming 3 minutes" Would be a nice information to relay to your squad mates. And this would give the commander some hands on experience. Even just 30 seconds, two or three times a game, not looking at your map would make a big difference for playability. making airsupport this way, would also make it a lot easier for developers I believe (not an expert on the matter). Comms: The commander should ofc talk to the SL's and not the squadmembers, to hold a chain of command. on his map he should be able to tap into one squadleader and only talk to him. He should also have direct comms to all vehicles, making vehicles a team asset, not a squad asset. Again by tapping into their comms on his map. (sidenote on vehicle kits) Maybe pilots and drivers, except humvees and the like, should not be squadkits. but instead a separate "squad" operating only under the commander. So a squad as one unit can be deployed by a team-helicopter/apc without having a member driving back to base to not lose the vehicle. This would also emphasize the importance of vehicles, and caring for them. Typical BF to drive to the front and leave your vehicle.. I dont want this. Conclusion: Offmap assets like planes and artillery should be very rare, and therefore it is important to give the commander a busy gameplay revolving around strategy and comms. since he has the role of tactical air command, artillery battalion, executive officer and if you listen to me: pilot/gunner and company commander (reinforcement wise). he SHOULD have enormous impact on gameplay, the biggest impact of the team! He should feel the resposibility of the SL tenfold. people don't go SL because it is a big responsibility - and for the same reason people wouldn't just go commander to mess around. - and YES mutiny/voting should be an option. sorry about the rant, I had so much on my mind :D what do you think?
  6. Commander and some SF

    Very often community ask the DEVs to add in SQUAD any special forces with special equipment. It would be nice to see in SQUAD the commander of faction, who had opportunity to raise 2-3 limit squads to special level. Recon squad, Assault squad, Heavy squad...etc. which is more convenient. In the future this possibility can provide some discipline: if you want to upgrade, do sometning for team or commander. Think about this social trick.
  7. Tank Controls

    Im writing this now because I will probably forget it later haha, and its good solution actualy. Some players are against tanks in the game because they would become over powered. I ve been thinking about this for some time. Gunner: Ussualy in games you control gun turret with the mouse, but in reallity, you dont, you have stick, like in airplanes, and it works like AWSD. What I wanted to say is that gunner should control turret this way because it would become realistic, and it would be much harder to aim. He can pres shift for faster turret movement. Gun stabilization should be implemented too. Driver: Nothing special, you should only implement fuel in the game. Comander: Ability to use binoculars from the cupola, or however you call that place from where he can peek from inside the tank. I 100% understand that tanks are not priority for next 6 months or more, but you should really consider this. What you think about that? Sorry for bad English.
  8. What might be interesting spawn mode would be if (Only) a commander could set RP's around the map or even FOB's because the strategy of the commander would be somewhat enforced...SL's could recomend placements of these R Points and FOBs but its up to commander to decide where thay are put down and why. This way a commander position has value and SL will have less decisions to make about overall strategy of where and why to set RPs and FOBs. The SL could worry about his squad more and what they are doing rather than creating spawn worm holes. This is just an idea this thread started me thinking about. Of course a commander would have other abilities giving him insight to place the RPs and FOBs that SLs dont have such as drone recon of enemy movements or recon scout intelligence given to him partially incomplete so he doesnt have all enemy whereabouts but enough to get an idea of what enemy might be doing or planning based on movement covered by radar like in old BF or by squads on ground or computer telling him armor possible locations and aircraft spottings. Also commander could destroy and move the RPs and FOBs after every 5 minutes or some other time period set by server admin. Or he has to tell a squad to deconstruct a FOB with shovels. Something to be considered maybe as some mode to try out and tweak. :) I posted this on other thread but think it deserves its own. Do not know status of commander role, but if there is to be one shouldnt he have power to set RPs and FOB placements? To control strategy of battles for objectives?
  9. The commander is a bit of a delicate flower in PR. He whispers in your ear. Gives you pretty little markers on your map and sometimes sings in a drunken stupor. Most of the time he hides in his tent and plays with the alien space vehicle that he uses to abduct local species. The adventurous type flitters about in a box on wheels building magical Batman beacons to summon Asgardians to fight. I believe it's time to make a man of the commander and let him drive like he's supposed to. Some of the key abilities a commander needs to have should reward him for his efforts, considering he has accepted to be the figure behind the team's victory. Hooah? The motives behind these abilities goes without saying: • Resign SLs. • Strip units of and reclaim their kit (they become unarmed) This is more of an admin tool. • Force dismount from vehicles (kick all players/driver from a vehicle) This is more of an admin tool. • Court marshal players (player is killed, must take a 5 minute timeout before spawning, and points (if any) are reduced to zero. This is more of an admin tool. • Promote to SL (must be accepted by promotee) • Award squads/players with acclaim (Stars attached to squad name.) • Activate/deactivate spawn capabilities at CPs. • Demolish restricted deployables (charges %25 of deploy cost to budget to discourage spam) • Remove rally points Admins can always ban trolls or resign incompetent commanders. This post was themed in a light-hearted campaign style. I am trying to stimulate interest in this concept after all. If you can't laugh... A quick Q&A:
  10. This concept works along with another concept at this link, but can expand to work with others. Commanders should be able to control when a vehicle spawns. If he wants to spawn all the jets at once, so be it, and more power to him. Vehicles usually affect the team's tickets (or budget) whether on spawn, or as a penalty on destruction. The more abusive a commander is with vehicle spawns, the higher the chance of creating a negative impact on the team's tickets or budget. Therefore it falls on the commander to carefully choose when to spawn them. Having said that, the commander can choose when he wants to reinforce the team's vehicles. If he decides to spawn tanks over and over, that's his decision and he takes responsibility. On the other hand, he can also withhold assets from the team until an appropriate squad is available to use them. No vehicle theft from main or wasted assets. If a vehicle is needed, the commander can choose whether to give the infantry group who were stranded at main a small jeep, compared to a more expensive transport truck. There may be a heli pad, but no pilots to fly the CAS helis, so the CO doesn't need to spawn one. A squad leader needs a logistics truck, and the others have been destroyed, spawn a new one. No vehicles may be spawned outside of the main base. The vehicles will spawn at their appropriate locations. If the spawn point is blocked by a previous spawn, or another asset, the spawn will be cancelled and the CO will receive a notification. There is a catch though. Assets do not spawn of their own accord. Only a commander may spawn them. Safe guards must be put up to avoid random players going commander to spawn vehicles.
  11. >>Squad A Current Orders: At 00:10:00gt, receive transport from [Trans squad] to [400m West of Objective]. 3 min duration Build CP. 5 min duration COMMANDER ORDER SCRIPTS Commanders can set up mission scripts for each squad and update them in real-time. They are not mandatory; commanders can use legacy methods. The orders are created using the map for graphic and geological information, and may use logic (if, or, then, else, etc.) to automate contingency order scripts. The scripts are self-updating lists of orders. The scripts iterate every order completed until the list reaches its end. If no further orders are available, the commander will receive a request for orders. Squad are not penalized for not having orders. There is no set limit for list length. If the commander wants to create a 30-order-long detailed script, that's up to him. Orders can be set with a timer, or to take place at a specific time of the match, ensuring good coordination. Squads who fail to meet the time allotted begin to bleed score until they satisfy their order's requirements. Squads leaders receive their own private order scripts from Command. As they complete orders, the list updates, and the squad receives the next order. The squad leader is not allowed to see beyond two orders ahead in the list to reduce ghosting. Commanders are allowed to set up operation scripts ahead of time. This way, they can organize plans based on outcomes. i.e. At 3:15:00 game time, if plan A condition is false, start plan B; otherwise start plan C. The commander's standard orders are: Mobilization orders • Move • Rendezvous • Attack • Retreat • Reinforce • Relieve • Demolish • Track (Follow to source/destination) • Search and destroy • Scout • Custom notation Local orders • Defend • Patrol • Sentry • Ambush • Provide fire support • Standby • Fortify • Build structure • Custom notation An example script for an assaulting squad would look like: >>Squad A Orders List: At 00:10:00gt, receive transport from [Trans squad] to [400m West of Objective]. 3 min duration Build CP. 5 min duration Request Confirmation from [Recon squad]. Defend CP. On Confirmation from [Recon squad], Move to [Objective]. 4 min duration Search and Destroy, Condition: If less than 4 members of [Squad A] remain, Run [Retreat_S_A_001] script, else do Nothing Build CP. 5min duration Defend [Objective]. To prevent ghosting, the SL would only see: >>Squad A Current Orders: At 00:10:00gt, receive transport from [Trans squad] to [400m West of Objective]. 3 min duration Build CP. 5 min duration
  12. Regarding the founder tag and camo?

    I bought the commander pack *I think. It was the 126$ Can. pack wich had 2 keys and stuff. That being said, how can I put on my forum name or signature the "Squad Founder" or helper tag ? Regarding the camo, any ETA? Thanks for your help.
  13. WHERES MY EMAIL!!!!!

    Woke up this morning exited, hoping to find a lil jem of an email in my inbox indicating how im going to download squad today. Come 12 Midday I was still optimistic. Come 3pm i was worried, as the 1451 Commander backers like myself all trying to log on and download the game at the same time possibly loomed and looked like a disaster waiting to happen. Now 4:22 PM not only am i concerned but actually a little ripped off. May i direct you too http://joinsquad.com/readArticle?articleId=34 , quote "For our Commander and Airborne Backers, Closed Pre alpha is scheduled to open on the firday, 24th July 3pm" 8(4pm London). After all the postponements that we have patiently waited through, I would love to know why i am yet to receive a Pre Alpha email instructing me on how to download the game SO I CAN TAKE PART IN THE DAMN ALPHA I PAID FOR!!! Wish i could be less blunt, but the fact of the matter is, I and many others paid for this in support of hopefully what will be a great game, under the impression the development process will be transparent and honest. Little hard to believe that if at the first hurdle, THE PRE ALPHA. you lie or fail miserably!!!
  14. I'd like to know whether there's going to be a commander, and if so, how do the Devs plan to empower that position. --- Up to this point, the commander position has been more of an observer, UAV support, minor comms, counselor, and babysitter. Most of the time, orders are dismissed, ignored, or the commander is mutinied against. Disclaimer: Fear of troll commanders should really be ushered out, as admins do exist and are capable of resolving these issues. That said, let's say that we only need to deal with commanders that aren't trolls. They might not be superior, as many SLs/pilots/crewmen turn out to be, but nevertheless a relatively reasonable player as commander. On another note, is there really any goal to instate a solid chain of command? If it's not important, than commanders are going to continue to be mere puppet-heads. --- If commanders are going to play an important role, what can be given to him/her to allow him to perform his function with less resistance? I'd like to put down the kind of tools I believe are in the right direction, before I expect people to draw conclusions out of thin air: Move orders can be given a timer for how long a squad is allowed to take to complete it.Only the commander is allowed to cancel orders.Only admins may resign commanders.More comms are directed through him rather than bypassing him altogether. i.e. Coordinating logistics, attack maneuvers, base and camp deployment instructions, etc. These are not genuine suggestions, but just ideas to direct the flow of dialogue out of interest regarding: The value of chain of command for SquadThe role the commander should playIf there will be a commander (captain, major, or whichever is the appropriate officer)What tools people hope to see given to that position.
  15. The role of Commander

    What do we know about the Commander role? What can the commander do? Set objectives? Does he only communicate with squad leaders? Any repercussions to squad leaders who go rogue and refuse to comlete his objectives?
  16. Commander package benefits.

    If me and my buddy get the commander package will we both get all the benefits?(like founder patch,soundtracks etc)
  17. [INTEL - Squads]

    Hi all! I was just watching the russian WW2-End anniversary parade and saw some mobile radarplatforms rolling through. Well i guess you already know where i am heading from here. I think it would be an awesome task for one of the squads to dedicate to get an Intelligence base up and running. Deploying assests that then can be used by the commander. Radar, deploying drones. Maybe even communications? I totally understand that this is something for faaaar down the line, but i wanted to make sure to put that idea out there. /discuss ---------------------------------original post end--------------------------------- Try to stick to this format for your suggestions: - negative aspect = possible solution+ positive aspectAlso what other aspects could be handled by this squad? So far radar, drones, communication are up for discussion. List: - boring to operate station = fly drones manualy (Morbo513) - once build it can handle itsself pretty well if no player required - communications are essential to basic gameplay + player driven feature instead of "AI"
  18. Just an idea to let the commander select a pen tool that allows them to make marks on a Squad Leader's map so they can give easier to understand orders. Commanders would be able to select how many Squad Leader's maps he's drawing on when he does it so it can be tailored for intimate order giving or joint operations commands. Commander and SL's would have a "Clear" button that allows them to erase marks on the map. Commander: Squad 2, I need you to move to this ridge. (Circles ridge) We have enemy armor here, here and here so watch your approach. (Circles 3 spots where armor is) I recommend coming in from the Southern side of the ridge and loop around this house here. (Draws pathway for SQ2 to follow) Squad Lead: There's no armor at this position. CAS took it out. (Erases one of the marked Armor spots) Commander: That's awesome. (Draws penis on the map) Ok, hopefully not too many Commanders would draw penises all over maps. If you have a Commander who does that though, just kick them from the position. To prevent old marks from staying on the map, maybe they can disappear after 10 minutes and if it's something the Commander wants to stay until it's erased they can use a Permanent Pen tool.
  19. Hello guys, Been a long time since I suggested anything new, I like to comment on others' ideas more but anyway. I had an idea, and I know it may be waaaay out there for an FPS. The idea I have is very similar to the concept that Wicca created for PR's War of the Factions Tournament http://www.prtournament.com. The basic premise is to sort of bring a RTS type gameplay into the commander role, while still having the PvP battle going on. The way this is done in PR is through a lot of work for the tournament players in the BFeditor prior to each round. But I can see things being a lot easier to figure out on UE4. The commander is given a set number of tickets to purchase assets with. Things like jets cost a ton of tickets while things like humvees or comparable vehicles cost next to none. There are clearly issues with this idea, and they may far outweigh the benefits, I just want to see how much interest there might be in making this a separate game mode. The issues I can foresee on public servers are having an incompetent or troll commander purchase useless assets, having a commander unwilling to purchase anything and therefore ruining everyone's fun or just the general restriction of having to ask someone to give you something before you can go have your fun. It would also take a ton of strategy and thought that I think some newbies and pubbers could struggle to get a hold of (but hey we all start somewhere). Obviously there are solutions to this problem such as the ability to mutiny a commander. The positives I can see brought to Squad by a system such as this are an infinitely customizable battlefield each and every round, the ability to create a more cohesive team (for instance a commander would be able to keep those times when there is only 1 infantry squad from happening by simply not spawning jets, tanks or apcs until the infantry needs are met), and the ability to allocate resources on when-needed basis (like if enemy CAS was ripping up your ground forces, you could spawn in jets and have some of your guys take control of the skies). Try not rip me a new #$%hole in the comments because I know it would be a struggle to implement and some would not enjoy it. Just let me know whether you are interested in it or not, and what you would want to see in a system like it.