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      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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      There is a Post Report system in place. If you notice a post that violates forum rules, simply use the exclamation mark icon below the users avatar image to send a report to the Moderation. We will then review this post. Your report will not be made public and cannot be linked to your person by anyone outside of the Squad Team. You will not be punished for using the Report system even if the report was false, unless you repeatedly abuse the system to spam it.
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  1. Just a quick translation for our french players. I was stuck on the train this evening, and had nothing better to do. Enjoy! Edit: I can't figure out how to display the pictures/videos. Any suggestion is welcome. " https://media.joinsquad.com/2018/July/Recap/june2018_carousel_image.jpg Salut les Squaddies! Bienvenue dans ce premier Recap officiel de l'été! Ça chauffe de plus en plus dans l'hémisphère nord, le haut commandement vous invite donc à rester sous la clim', à jouer à des jeux vidéos, si vous le pouvez! Faute de mieux, réglons le ventilo du logi à fond et passons aux choses sérieuses, voulez-vous! **Systèmes** Composants de blindés http://media.joinsquad.com/2018/July/Recap/vehicle_component1.jpg Depuis le dernier Recap, nous avons beaucoup travaillé sur le système de composants des véhicules, et nous l'avons enfin intégré à tous nos blindés. Ceci ajoute de fait de nouveaux points faibles aux véhicules à même d'être touchés, et pouvant potentiellement les incapaciter, tels que le dépôt de munitions ou encore le moteur. Si vous arrivez à pénétrer le blindage et à causer un dommage suffisant au dépôt de munitions, cela pourrait entraîner la destruction complète du véhicule, par exemple. Un coup au moteur pourrait lourdement réduire la mobilité de la cible, etc. Nous prévoyons déjà d'approfondir ce système dans les futures versions. Suppression Dans le monde des FPS, la suppression est un système connu pour diviser les foules. Nous sommes de l'avis que le système de suppression actuel de Squad est trop léger, et qu'il n'entraîne pas un malus suffisant pour les joueurs faisant l'objet d'un barrage intense, en particulier avec les armes de gros calibres. Nous aimerions introduire un nouveau système qui réduirait la capacité d'un joueur victime de suppression à engager une cible, sans être trop péremptoire ou agaçant, et sans créer de possibilités d'exploit. Nous avons ainsi testé et peaufiné le système de suppression tout au long du mois. https://streamable.com/wmw6x Nous avons aussi testé une mécanique de type "aim-punch", qui décale légèrement la visée d'un joueur sous le feu, ainsi qu'une augmentation temporaire du roulis (du "sway") de cette dernière selon le niveau de suppression subi. Bien entendu, ce système est encore en chantier et pourra connaître des changements et des améliorations. Refonte du système de spawn Le système de spawn des joueurs va connaître d'importantes modifications, qui toucheront les FOBs, les Rallies et les Revives. Nous détaillerons la refonte dans un futur post, mais en voici les grandes lignes. - _Mécanique de débordement des FOBs_: lorsqu'un joueur ennemi est trop proche d'un HAB, il est impossible pour votre équipe d'y spawner, et ce jusqu'à ce que le HAB ait été sécurisé à nouveau - dans le but de réduire drastiquement les phases de gameplay "meat grinder" et les spawn-kills qui sont devenus monnnaie courante avec le V11. - _Spawn en vague depuis les Rallies_: les membres d'une escouade auront désormais plus de chances de spawner tous en même temps, plutôt que un par un. - _Système de revive_: les revives se font désormais avec les Bandages, et non avec la Trousse de Soins (Medic Bag). Un joueur à terre peut être relevé par n'importe quel autre joueur ayant des bandages, mais cela prend plus longtemps que si un medic s'en occupait. De plus, le joueur relevé aura son endurance bloquée jusqu'à ce qu'il reçoive les soins adéquats par un medic avec sa Trousse de Soins. Nous avons aussi d'autres nouveautés de prévues pour le système de Spawn, que nous vous présenterons plus en détail dans quelques semaines. Le but de ces changements étant de permettre aux escouades de s'entraider plus souvent lorsqu'elles sont proches, afin de changer le rythme de combat. Interface d'utilisateur http://media.joinsquad.com/2018/July/Recap/ui_1.jpg Nous avons travaillé dur afin de vous apporter une refont complète du menu de déploiement in-game. Le processus est optimisé à tel point que les nouveaux joueurs seront accompagnés d'une étape à l'autre (rejoindre une équipe > rejoindre une escouade > choisir un rôle > choisir un point de spawn) de manière logique. Nous y avons aussi intégré un système vous permettant d'obtenir des informations sur le rôle choisi et sur son équipement, ainsi qu'un description détaillée de chaque arme et outils disponible (et en plus, vous pouvez voir à quoi ressemble votre personnage!). Groupes de Combat - Fireteams Nous prévoyons aussi d'introduire une première version des Groupes de Combat (GdC ou Fireteams). Pour faire simple, il s'agira de la possibilité pour le Leader d'escouade de séparer son escouade en plusieurs groupes et de leur assigner des Fireteam Leaders (FTL), avec leur propre éventail de marqueurs pour faciliter la communication visuelle. Im n'existe cependant pas encore de rôle spécifique pour les FTLs. Les GdC sont faits pour être flexibles dans leur utilisation, il en reviendra donc au Leader d'escouade de choisir comment gérer son affectation, en vue par exemple de donner une expérience de rôle de meneur simplifiée. **Art et Environnement** M1A2 Abrams, Tanks et Armes https://media.joinsquad.com/2018/July/Recap/abrams_1.jpg https://media.joinsquad.com/2018/July/Recap/abrams_2.jpg Nous avons aussi beaucoup planché sur la toute nouvelle classe de véhicules, à savoir les Chars de Combat Principaux (Main Battle Tanks). Le M1A2 Abrams, que vous aviez jusqu'ici pu voir immobile, peut désormais bouger et est correctement camouflé. Le système d'armes que nous avons modelé ne comprenant pas encore de système de visée moderne, nous avons donc choisi d'utiliser les optiques auxiliaires de l'artilleur afin de permettre des ajustements sur les longues distances. https://media.joinsquad.com/2018/July/Recap/abrams_3.jpg L'Abrams dispose de plus d'une position de Chef de char et d'une de Chargeur, toutes deux accompagnées d'un système d'arme sur tourelle. Le Chef de char pourra user d'une mitrailleuse lourde M2A1 Browning .50 Cal montée sur système d'arme à distance, avec vision à 360° et zoom. Le Chargeur, lui - bien que non nécessaire au fonctionnement de l'arme principale - ajoutera à l'arsenal une mitrailleuse exposée M240, avec plaques de protection. https://streamable.com/ninla https://streamable.com/powgy https://streamable.com/rbyjk Le Bradley a lui aussi été l'objet de quelques retouches, avec l'ajout notamment d'un réticule stadiamétrique pour l'artilleur, ainsi qu'une place de Chef de char avec caméra dotée de zoom optique et de télémétre. Sac de munitions pour Fusilier https://media.joinsquad.com/2018/July/Recap/ammobags.jpg Un autre option de kit très demandée sur laquelle nous travaillons actuellement, les sacs de munitions pourront être posés par les Fusiliers (Riflemen), afin de ravitailler leurs coéquipiers sur le terrain. Ces sacs pouvant être re-remplis à la Main, auprès des FOBs ou des véhicules auront une capacité de munitions limitée. https://streamable.com/cxwpy RPG-29 https://media.joinsquad.com/2018/July/Recap/rpg29_1.jpg Le grand RPG-29 va faire son apparition en tant qu'arme lourde anti-char pour les Insurgés, en complément du système plus léger RPG-7, et tire un gigantesque projectile à charge tandem de 105mm, avec plus de précision et sur de plus longues distances que son petit frère (500m contre 150m). https://streamable.com/ahh78 **Maps** Tallil Outskirts http://media.joinsquad.com/2018/July/Recap/tallil_1.jpg http://media.joinsquad.com/2018/July/Recap/tallil_minimap.jpg Une des intrigantes maps en développement se nomme Tallil Outskirts. Il s'agit d'une map de 4x4km, dans le sud de l'Irak, avec une base aérienne, de grands bunkers accessibles et de nombreuses positions défensives. Le terrain désertique est majoritairement à découvert, et bien que l'on y trouve quelques villages clairsemés, la map encourage les combats de véhicules. Les escouades capables de travailler avec leurs blindés seront victorieuses sur les champs de bataille de Tallil. https://media.joinsquad.com/2018/July/Recap/tallil_2.jpg https://media.joinsquad.com/2018/July/Recap/tallil_3.jpg https://media.joinsquad.com/2018/July/Recap/tallil_4.jpg https://media.joinsquad.com/2018/July/Recap/tallil_5.jpg _Mise à jour de Yehorivka_ http://media.joinsquad.com/2018/July/Recap/new_yeho_1.jpg Yehorivka fait l'objet d'une remise à neuf, à commencer par la zone jouable qui est désormais de 5x5km, ce qui ouvre bien des possibilités pour plus de profondeur et de variété dans le gameplay. Nous avons changé la méthode de rendering des feuillages, pour améliorer la performance, et la zone de Storage Site est remplacée par des villages et hameaux plus petits. https://media.joinsquad.com/2018/July/Recap/new_yeho_2.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_3.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_4.jpg https://media.joinsquad.com/2018/July/Recap/new_yeho_5.jpg En plus d'accommoder les gros véhicules, nous ajoutons plus d'éléments de couverture pour l'infanterie, avec plus de sites d'intérêt et des forêts et des fossés améliorés. Nous testons aussi un nouveau shader pour l'eau, qui devrait grandement en améliorer l'apparence. En tout cas, le monde semble bien plus acceuillant lorsque vous avez quelques centimètres de blindage d'Abrams autour de vous. Un grand merci à tous ceux qui ont répondu à notre appel - vous avez dépassé toutes nos attentes! Offworld out."
  2. Hey Squaddies! The text you’re about to read is a recap of a community roundtable held Offworld Industries to gather feedback. Roundtable events are based on the most recent Recap and we’d recommend reading that first. Please note that this text is not a planning document, but a recap of a conversation with the community. Best efforts have been made to retain tone and intent, but mistakes happen: please feel free to submit corrections. =) If you prefer to listen, you can hear the original audio recording. If your organization isn't involved in the roundtable and would like to be, please reach out to Nordic Socialist for more information. OWI Attendees included Axton, Assi (the Silent), StrangeZak, Fuzzhead, Gatzby, ChanceBrahh, and the host, Nordic. SquadWiki: It’s in need of some updating. If you can lend a hand, or know someone who would, it would be much appreciated. Usgu and Sweez are champions, but can’t do it alone. We all have knowledge that could be out there: It took 1300 hours for Nordic to figure out you could capture a neutral flag with one guy. While the groundwork for the mechanics is being laid, so should the groundwork for documentation. It would benefit from more meta knowledge of the game. Things like what to expect when you join a server, how different game modes are set up, or other meta basics. (Much of this should be in the game, too.) Reach out to Usgu if you’d like to assist! RIP members have made an announcement and have shown interest. (Thanks RIP!) One suggestion would be to have an organized wiki day with QA members and developers on hand to verify the data, answer questions, and assist in editing. Wikipedia style writing prompts may be another avenue. Adding some breadcrumbs to the wiki from the in-game message of the day might help as well. Squad could still use more tutorialization, especially video content. We’re looking into it, but due to the number of changes coming to UI and systems, it’ll make more sense to make that sort of content when it is done. In the meantime, the wiki is a good resource for that information. Server Experience It would be nice to have a section in the server browser/client for training servers. Effectively, having some sort of tagging system for server admins to self-identify server type might work. In addition to that, some sort of way to present rules and information when joining a server would help manage expectations and experience. Some suggested tags: “Regular, Competitive, Training.” “Training, Casual, Competitive” StrangeZak: We frequently debate server browser. No one can quite decide which way to go. We don’t want to split a whole community. Admin Tools They’re getting a little higher in priority, but still have to wait for other systems. We’ve heard your suggestions and want them too. (See previous roundtables.) Unreal Engine Versions We’re keeping an eye on the improvements in each engine update and we’re especially excited about the features being developed for Fortnite. We have everything we need to launch in the current release, but will continue to evaluate engine updates. They are a lot of work, especially making sure all previous code is compatible. RAAS Fog of war (i.e., Not being sure which flag will unlock next.) isn’t confirmed at the moment, but it is something we’d like to see. It may not make it into alpha 12, however. There will be randomized flags so you don’t play the same configuration every time. It’s being built with reducing overhead on building layers in mind, benefitting both our designers and modders. You should be able to select a specific layer with AdminChangeMap at least. Main bases will not be randomized in Alpha 12, but that’s something that could be possible in the future. It’s also possible to specify whether a flag will be randomized or not, as the randomizer is modular. One of the main difficulties with main bases are the vehicle spawns, but the future might have some solutions for that. As the designer still picks the flow, there will still be logic to the layer design. It should be similar to Destruction; it will pick a cluster or area of the map, and then pick a point within that cluster. Static/Normal AAS will continue to be developed where it makes sense to do so. We want the competitive community to have strong layers, but we will likely not create hundreds of static layers for maps in the future -- randomized AAS is to help address that. Hopefully, we can find some more competitive-friendly game modes too. =) Oni Shinobi believes the fog of war will be very important, as it will impact the ability to rush the next flag. truthRealm is into the fog of war, and suggests that it might be a server or layer variable. Related to that, they wonder if there are any plans to standardize factions by layers. There will be some way of knowing which factions are playing, ideally in the server browser, but there will still be variations by map. Vehicle Damage The next iteration will have vehicle component damage, as illustrated in the recap with the exploding text fuel tanks. Along with mobility kills, there will be the ability to field repair, probably no more than 25% health. To fully repair, you will have to leave the field and return to a repair station. Hitting specific components will have some chance to cause a catastrophic failure, but it will not happen every time you hit that spot. E.g., ammo might explode occasionally, but aiming directly for the ammo container will not cause a kill every time. “Vehicles should be more survivable on the field, not necessarily more healthy.” - Fuzzhead Armor penetration (i.e., crew kills) may be possible in the future but are not currently being implemented. “It would be cool to shoot the back of a Stryker and kill everyone inside it, but it was difficult enough to get small arms working.” It would be cool, but don’t count on it soon, as it’s both design and programmatically complex -- we don’t want vehicles to be rendered useless immediately. Designers are investigating reactive armor blocks on tanks, based on the component damage tests. Another example might be slat armor for IFVs. Some vehicle suggestions include making infantry able to disable a vehicle, but not destroy a vehicle. Adding thermals may not have made sense in the past, but with HAT/TOW being lethal, it might balance the field especially if it could be disabled with component damage. We’re still looking into deflating tires or having them fall off, but we’re not yet sure if it’s possible with the physics engine. There will still be mobility kills, however. The team is currently focused on armored vehicles primarily though. Currently, vehicles are often too risky to use on an assault, based on their relative ticket value. Too risky to pile your troops into a Stryker. Sometimes assigning 2-3 people to a vehicle feels like a waste of resources. More counters against infantry with AT would be appreciated, as it feels like smoke is the only option now. Turret Stabilization It’s still a little rough right now, but it’s coming along. The input delay feels rough. Currently, it functions by holding your bearing while the vehicle moves. Lazing isn’t being developed at the moment, but it’s something we’d like to have. The baseline is that tanks need some sort of stabilization. We’re considering some sort of system for the gunner to adjust directly to a Commander’s target; some way for the commander and gunner can communicate (that isn’t VoIP), with the gunner still in command of their role. Modding 2.0 Linux server mod support! Whitelisting mods is something we’re considering, but it’s very difficult to run a mod at this point -- the system needs to mature some first. We’ve had some volunteers to QA/test community mods to this end, so stay tuned. Tanks/At We’ve shown the M1A2 (though it was mislabeled -- oops.) and the T72. We talked a bit about reactive armor above, but again, that’s not confirmed. We’d like to have as many assets as PR did; choices are great. Likely the driver will be a seat, the gunner will be a seat, and the commander will be a seat. You should be able to get away with a driver and a gunner, but running a full vehicle will be more efficient. It’s unlikely there will be four-person tanks. Don’t expect one man tanking to be a thing. There will be maps designed for tanks. (Not Sumari! Don’t worry!) Current maps will receive them too, but they’ll likely be balanced by similar vehicles on the other faction. (e.g., USA versus RUS) The ubiquity of the t72 means you’ll see more than just conventional forces using tanks. Future Regarding factions and other tools/vehicles/toys, post-launch content will be a thing; if you watched the recent SquadChat , Irontaxi lays it out a bit. We want to do as much as we can, for as long as we can, but we’re also very excited to see what the modding community comes up with. As we’ve shown with maps, we’re very open to adding community content to vanilla Squad. Belaya It’s a bit scope heaven right now; the mapping team has already made a lot of changes. It’s losing a lot of roads, gaining some foliage, ruined fortifications, and more space to capture in, hopefully giving people the cover they need to make the map more fun. Paired with the previous FOB changes, there should be a lot less meat grinder going on. There are also some layers that don’t include the train tunnel. Some feel that Kamdesh and Belaya feel really similar, from a design standpoint. They’re cosmetically beautiful, but lack some unique locations and points of interest. They can feel a bit repetitive. Some of that was due to the timeline (2-4 month) on which they were created, some of that was based on the philosophy; trying to make them as fun as possible within the constraints. We acknowledge that it does feel a little stagnant and gamey. Though there’s danger in asymmetric locations causing people to dislike the map entirely. The mapping team is split on increasing the size of the villages versus more open-ground fighting but are considering options to improve the experience. Adding more to the maps is entirely possible, especially as things like Yeho get revamped too. Kamdesh was conceived as similar to Operation First Light, but on the side of a mountain slope as well. Technical limitations with draw distance caused the design to change.