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      Forum Rules   07/06/2016

      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
      Prohibited topics include, but are not limited to: Piracy, drugs (including cannabis), pornography, religion, racism, sexism, homo/trans -phobic content, videos and images showing violent death or serious injury, ‘spam threads’, hacking & griefing (endorsement thereof) etc. Prohibition may be suspended for some threads if they are found to be suitable by the Moderation (such as scientific debate).
      If there is doubt, the Moderation Team can decide whether a topic is considered illegal.   §5 Attitude towards Squad and the Development Team
      As per §1 and §2, keep in mind to be respectful and reasonable, not only towards all users of the forum, but also towards the Squad Team and towards any ideas and content and the game itself. Criticism is welcome, but if it is not constructive and/or if it is offensive, the Moderation may need to step in. Please refrain from posting if you are upset, angry or drunk, or you may be punished for things you wouldn’t have otherwise written, which is not in anyone's interest.   §6 Language & Legibility
      Please post only in English. Non-English content (including non-legible content) may be removed. If you see someone posting in another language because s/he apparently does not speak English, please report their post - if you can, you may reply in their language to explain their question, but please do translate their and your message so it can be reviewed by the Moderation. ‘Hiding’ insults in non-English posts will be punished harshly. Posts written largely in ‘leetspeak’ or full of spelling / grammatical errors may be treated like non-English content. This rule does not extend to PMs.   §7 Forum structure & Search
      Please ensure when posting a new thread, that the thread is located inside the correct forum section. Check all forum section titles to judge where your thread should belong. Threads created in the wrong forum section will be moved or deleted.
      Before posting a new thread, please make use of the forum search to find older threads about the same topic. In doubt, it is recommended to rather post in an existing thread, unless that thread is years out of date. However, do not bump old threads without adding a new question / answer / insight that wasn’t in that thread before - use common sense.   §8 Thread Titles
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      Please ensure that your post is not in all CAPITALS, as this is not allowed. Any threads posted in all caps will subsequently be removed from the forum. Repeated offenses may lead to infractions against your account. This practice is not approved or accepted here. 
        §10 Images in posts
      When posting images, mind the following restrictions:
      .gifs will be allowed and may be removed by Staff if deemed necessary.
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      Do not include more than ~1 large image per paragraph of text, unless in image collection / announcement threads. Link to further images.
      Consider posting thumbnails. You may post a few more images per post if they are reasonably small, the details are for the Moderation to judge.   §11 The use of BBCode
      It is allowed to use the BBCode in your posts. Over usage is not allowed. You may use the Bold in a reasonable manner but not for the whole text body. You may use the size feature but in a limited reasonable manner. You may not use any of the additional fonts at all. Color may be used to high light a point but again, not for the whole text body. Moderators will be watching for misuse and will edit when required without giving notice. Continued disregard for this rule will result in Moderator action in the form of warnings.   Section II: Forum Signatures   §1 Signature Dimensions
      To avoid clutter, please make sure your signature (if you choose to have one) does not exceed the following size limit: 350x150 pixels. Your signature may consist of images, user bars and text elements, as long as the total size does not exceed 550 x 200 pixels. A small tolerance will be given, but any signature larger than the limit may at any time be deleted without prior warning. If you are not sure whether your signature is acceptable, please PM a moderator.   §2 Signature Content
      All rules of section 1 fully apply to your signature. We will remove signatures or parts of signatures without notice if they violate the forum rules, and infractions may be given.   §3 Animated Signatures
      Please refrain from using animated .gifs as signatures, they distract and clutter the forum.   Section III: Reporting & Moderation   §1 Reporting Posts
      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.
      Do not ‘report’ posts by replying directly in public to them. In case of spambots, this prompts them to respond in turn, spamming the forum further. This also fuels flame wars and arguments.   §2 Reporting Moderators
      Moderators are subject to the same forum rules (and some additional rules / exceptions). If you think that a Moderator has treated you unfairly or is otherwise breaking forum rules, please PM the Lead Moderator or any Administrator. Do not accuse Moderators in public, the Squad Team will treat every complaint seriously and it is in our interest to discipline or remove Moderators who are known to break forum rules.   §3 Respect Squad Team members and Moderators
      Do not ignore or argue against Admin, Moderator or Dev instructions on the forum. If you have a complaint, as per §2, please inform the Team in private. You are expected to follow orders given by the Moderation, Administration and Development Team, and it is necessary for smooth running of the forum to respect their decisions. Being stubborn or ignoring warnings will lead to harsher punishments - however, we do not tolerate Moderator / Admin abuse of power / privileges, so do not hesitate to inform other Team members if you feel treated unfairly.   §4 Bans and multiple accounts
      If your account is temporarily or permanently banned, do NOT create another account. Bypassing a ban will result in further action, and a permanent ban of all of your accounts.
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Found 7 results

  1. Anyone using the Game Mode? If so do you see any Performance Improvements? It seems that Streamers will benefit the most with this new Windows Update
  2. Updated the AAS logic to be more robust and have more featuresAllows for giving the capturing team tickets and also has an option to prevent ticket gain when capping from start-neutralOwning more capture zones than the opposing team will begin to incur a slight bleed penalty. The more zones owned, the more bleed the opposing team incurs. Any more details of what the bleed is and gain is. Bit ambiguous. Thanks for change.
  3. 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?
  4. In the early stages of Project Reality there was a gamemode called VIP, which was awesome! For those of who never played it: The VIP person had to be transported with a black armored SUV, from point A to B through one checkpoint by US team. The other team had to kill him. US team had humvees and a littlebird (and maybe some light armored vehicle?! i dont remember), insurgents got crappy cars, but more spawnpoints, RPGs and mines ;) I'd be really happy to see this gamemode again, here in Squad. Of course this need some modification because the severs with this mode were often empty, but that mode got some potential! It was really good when there were at least 10 ppl on the server. I think the main problems with this mode were that: a.) The VIP person was dumb. -> maybe AI as VIP? b.) The attackers never found the VIP -> Narrower maps than AlBasrah for this game mode, or more checkpoints. c.) Attackers killed the VIP too quickly. -> US team can carry false VIPs too and they only lose if attackers kill the real VIP. I would also like an other type of VIP missions, other than the old take him from A to B. Something like, rescue the VIP from a position that only the US team knows exactly, but its inside the attackers area. What are your toughts?
  5. SABOTAGE Game mode. Asymmetrical. Except in this case, the roles are switched. BLUFOR is at the disadvantage. OPFOR has the upper hand. But obviously balanced out for gameplay. Ultimately, the team with better communication, coordination and tactics will be the one to succeed. [POTENTIAL MOD] This idea assumes/implies the following features can eventually exist: Item acquisition system of some kind; Something more than accessing an ammo crate.New items introduced such as satchel charges; knives; mines; flares; intel; wire cutters; zip-tie wrist restraintsNew construct-able items introduced such as minefield; spotlight; New PvP function: capturing enemy playersConstruct-able item restrictionsDevs have found a way to mitigate gamma-modification, due to this mostly being set during the night.Recommended max player count: 40 / 20v20 [could be scaled up or down depending on map size] TICKET OUTLOOK BLUFOR: 1800 / Lose 100 tickets every time a BLUFOR player is captured. Lose 1 ticket per player respawn. OPFOR: 300 / Lose 10 tickets per FOB overrun. Lose 5 tickets per vehicle destroyed. Lose 1 ticket per player respawn. OVERVIEW BLUFOR operative presence has been detected deep within OPFOR's territory. OPFOR essentially must spread out and search for the scattered BLUFOR players while also coordinating defenses of their facilities. At the beginning of the match, BLUFOR is normally at their weakest state. They are spread thin, they do not have any of their specialized kits and they have 3 phases of objectives to complete. At the beginning they are also without any medics. BLUFOR can use their spread to their advantage by coordinating attacks, ambushes and staying as stealthy as possible all while working together to find one another and combine their firepower and skills to complete their objectives. BLUFOR DETAILS BLUFOR players start out scattered around the map in groups of 2. They have specialized kits for SERE situations. All BLUFOR players start with: Rifle with 6 magazines1 hand grenade2 white smoke grenades1 block of c42 bandagesSpecialized kits will be available at SUPPLY CRATES scattered around the map. BLUFOR players will be able to replenish their ammo and equipment at these SUPPLY CRATES (for a limited amount of times) and also access different specific kits. Specific kits include: Saboteur [satchel charge; wire cutters]Medic [medical bag; 3 extra white smoke grenades]Spotter [bolt action rifle with 8-12x magnified optic; rangefinder]Combat Engineer [anti-vehicle mines;]Officer [rangefinder; emergency flare]Once they obtain a specialized kit, they can use it for the rest of the match. Multiple randomized objectives spawn on the map at round start for BLUFOR to complete and are done in chained phases. OPFOR is not told these specific objectives unless a BLUFOR player is captured. BLUFOR objectives are only revealed upon a captured player as per what objective currently exists. OPFOR will not be told what the Phase 2 or 3 objectives will be until those objectives are active and they capture a BLUFOR player. Phase 1 objectives would be to sabotage an important OPFOR facility. All three of these facilities spawn during the game and are tied to one of the three FOBs. Destroying a facility at an OPFOR FOB renders the FOB un-spawnable. OPFOR must then work from the remaining FOBs and their base for the rest of the game. However, for the Phase 1 Objective, only one of these specialized facilities becomes the 'target' objective. Destroying the other two would also net the same effect as described below, but it would not progress the objectives for BLUFOR. Plant explosives on OPFOR's ammunition depot. (Limiting the amount of ammo crates their SL's can deploy)Plant explosives on OPFOR's repair depot (Disable OPFOR from being able to repair their vehicles)Plant explosives on OPFOR's weapon depot (Limit OPFOR kits)Phase 2: Obtain OPFOR intel in order to reveal the location of the final enemy static FOB. Once intel is gained from this second FOB, the OPFOR FOB becomes un-spawnable. Intel files are present at every FOB, but only 1 of them becomes the current objective of the BLUFOR team during Phase 2. If non-objective intel files are acquired by BLUFOR during the course of the game, OPFOR active camp positions are revealed temporarily on the map and the FOB where the non-objective intel was taken from are still spawnable by OPFOR. Phase 3: Move to the final FOB and secure it. Upon completely overrunning the OPFOR FOB, an LZ is created. Hold the LZ for 3 minutes. (Timer starts; Prevent OPFOR from neutralizing it). BLUFOR needs at least one third of their team present within the LZ cap zone in order to cap it. Upon holding the LZ for 3 minutes, BLUFOR victory is achieved. If OPFOR is able to move in, neutralize and cap it back, OPFOR is victorious. OPFOR DETAILS OPFOR players can begin the match by spawning at any of these: OPFOR Base (1 of them) Main base. Vehicles REspawn here. Ammo crates all over the place. Very well fortified. Not cappable. Almost instant spawn, very small delay. Placed the closest to the center of the map, but not exact center. Comes with prebuilt spotlights and minefields.OPFOR FOB (3 of them) Static. Unlimited spawns. Light vehicles spawn here on match start but do not REspawn on FOBs. Short player respawn delay. Come built up with fortifications already, but OPFOR can only build specifics like minefields, spotlights as well as put down more barbed wire and sandbags. OPFOR can also place down ammo crates within build range of FOB but lose this ability if an ammo depot is destroyed by BLUFOR. Cannot be capped/overran by BLUFOR, must be destroyed via satchel charge placed on the facility at the FOB. Difficult to get inside as BLUFOR. OPFOR has a limited, but large, amount of logistics supply at each FOB. Logistics vehicles can drop off more supplies at FOBs and resupply at OPFOR main base.OPFOR Camp (6 of them) Act similar to rally points. Very short respawn delay. Limited amount of spawns available on them. No vehicles, no ammo crates. Can be capped and permanently removed by BLUFOR.OPFOR are shown the location of all minefields on their map and will only set off minefields if they idle inside them for too long, giving them a small window of a chance to avoid them if they accidentally run inside. Static minefields around the OPFOR base have signs placed around them. Minefields put down by OPFOR Officers do not have signs around them. If OPFOR players find a BLUFOR supply crate in the field, they can destroy it. OPFOR's main objective is to reduce BLUFOR's tickets to 0 and stop them from completing their objectives. OPFOR can capture BLUFOR players by using zip tie wrist restraints on an incapacitated BLUFOR player. However, this item is restricted via a special OPFOR Tracker kit and each OPFOR squad is limited to only 1 Tracker kit. An OPFOR squad must have at least 4 people in it before the Tracker kit becomes available. Lots of people want Special Forces in Squad, well -- here's your chance to really pull off some Special Forces shenanigans without all of that silly fancy new-age gear.
  6. Image depicting a squad's cache and workshop, surrounding limited spawn-points (observe how one has zero spawns left), a civilian and his nearby home, a disgruntled civilian and his hideout, a weapons dead-drop. Non-combatants Civilian homes Insurgent officers Caches Workshops Hideouts Insurgent Spawn points Weapon/Ammunition dead-drops Victory conditions Blufor wins if all insurgent team tickets reach zero, or if all insurgent spawn points reach zero spawn tickets. Insurgents win by depleting all Blufor team tickets, or if the match runs out of time.
  7. Is there going to be such feature with small fights of clans and PvP mode to be used in tournaments etc? I really have high hopes.