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Showing results for tags 'simulation'.
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J-DubzTac posted a topic in Feedback & SuggestionsHear me out. I love SQUAD. The game types can be greatly improved. First off in Post-Scriptum, there are "logi squads", where the crew looks different and uses different assets. Insurgency mode~ Using this mechanic and USA an an example: A "Special Forces", "Delta", or " J-tac" squad can be there in the SQUAD selection list. This team has different gear (silenced SR-25, NVG, etc), but there are only 9 slots in that squad. Obviously everybody will try to join it at map start. Then there are 2 regular Army/Marine squads as per usual, and then an Afghan National Army left-over SQUADS with their sub-standard gear. So the Blufor team would have a massive mix of forces on the same map. It would really add alot to the depth of gameplay on the field. You'd have simulatenous SF Squad (looks delta as f*ck), US Ranger/army squads, and ANA Squads existing on same map and same team. On maps where the US has the SF team with NVG (low-light map only obviously), the player balance should be weighted so that USA team cap would be 18-24 players, and the insurgent team has +6 more players, like 24-30 player balance. The US has better gear, but the insurgents have more. I'm sure IR lasers and strobes will be implemented with flashlights etc in time.. I trust in the SQUAD development team. This same can be applied to the insurgent team. In an Insurgency type gamemode on an Al-Basrah type map, the Insurgents would have "Iraqi Royal Guard" or "Iranian/Turkish Defects" type squad with better gear (only 1 squad), Civilian squad (rocks, bandages, and drop intel when arrested much like Project Reality BF2), while the rest of the team uses the sub-standard insurgent gear. Obviously with the insurgent team it is a bit touchier with gear selection, but you get the point. Hearts & Minds gamemode: This is a bit of a stretch, but is the real simulation type of game-mode. Obviously AI is possible within SQUAD, and adding ambient civilians to the battle zone would be AWESOME. They can throw rocks, give intel when arrested or questioned etc... It would be much like Insurgency game mode, when hunting for the cache's, but can potentially be a much lower server size, with an equally LARGE map size. SQUAD is amazing, but imo it lacks the "Simulation" type of scenarios. It turns into a massive meat grinder battle. This would be a slower-paced, randomly unfolding mission generator. With a player balance of say 12 Blufor, and 2 or 3 insurgent actual players, with the rest insurgent AI and ambint civilian AI. Objectives 1: Help protect the ANA Outpost: Drive your Humvee over to help defend it. Objective 2: Locals revelaed IED locations - EOD squad goes to disarm a series of 3 or 4 IEDs, get caught up with firefights in the middle of it. Objective 3: Deliver the supplies to the villagers..... I know it sounds like a stretch but dude, so possible! Objective 4: Snatch and Grab: Delta flies in on an MH-6 to raid and capture the bad guys from a compound far off in the desert! It may sound like a stretch from what I'm saying, but the implementation if done properly would be incredible, and set SQUAD apart from any other Mil-Sim game. It would do what ArmA3 did, but so much better with the SQUAD mechanics. It would be incredible to have preset missions, where the Blufor has to disarm IED's at certain locations, build something, and help defend the Afghani National Army outpost or something. Randomly generated, has the smaller-team driving back and forth all over the huge desert scenario, with random AI events unfolding, with an even smaller Insurgent team of actual players. Player amount would be weighted like 12-20 Blufor players, with 2-3 Insurgent players. Obviously with larger amount of ambient AI and insurgent AI mixed in. I love SQUAD, and Mil-sim games, Simulations, and it would be incredible to join the development team. I would literally learn the tools required to be useful... Thank you -JDubz
Starlight posted a topic in Videos
BIENVENUE AU SEIN DE LA QUICK REACTION FORCE #QUICK REACTION FORCE -------------------------------------------- #PRESENTATION : La QUICK REACTION FORCE l'unité de simulation militaire de référence sur le jeu vidéo multijoueur "Squad", fils du populaire mod de battlefield 2 "project reality". La simulation ,le réalisme ,la cohésion et la camaraderie sont la conduite de l'unité pour pouvoir se rapprocher aussi près que possible du réel. Notre unité présente plusieurs avantages ! #PEU DE PRÉREQUIS : - ETRE FRANCOPHONE - POSSERDER UN CASQUE ET UN MICRO - ETRE DISPONIBLE LE LUNDI ET JEUDI SOIR DE 21h00 A 23h30 #DES AVANTAGES: * - POSSIBILITÉS D’ADAPTATION HORAIRES * - SEULEMENT 5H MIN. DE JEU SONT DEMANDÉ PAR SEMAINE * - PAS D’ÂGE MINIMUM REQUIS * - CRÉATION D'ÉVÉNEMENTS RÉGULIERS * - EVOLUTION NATUREL DES RESPONSABILITÉS ET DU RANG AU SEIN DU GROUPE PAR RAPPORT À SON INVESTISSEMENT * - CAMARADERIE ET COHÉSION SONT DES MOTS FORTS AU SEIN DE L’UNITÉ * - L'APPRENTISSAGE DE LA CULTURE MILITAIRE ET SON FONCTIONNEMENT #UN VRAI CURSUS ET DE RÉELLES PROCÉDURES MILITAIRES : * - Notre commandement est constitué essentiellement de militaires en activité. * - Toutes les procédures et techniques militaires sont mise à jour régulièrement par rapport aux doctrines et manuelx officiel dernièrement en date. * - Un cursus réel au sein de l’unité a été établis pour que les membres puissent s’épanouir et progresser. Si vous cherchez un nouvel aspect du jeu en ligne et une nouvelle expérience proche du réel, rejoignez la QUICK REACTION FORCE. **#NOUS CONTACTER** : Discord : https://discord.gg/66UmpPr siteweb : http://qrf-reality.fr officier responsable recrutement : @[QRF]Starlight#5618 sur discord sous-officier adjoint recrutement : @Aldénith#2796 sur discord Cordialement, La QUICK REACTION FORCE Pour plus d'information vous pouvez nous contacter a tout moment via l'email suivant : firstname.lastname@example.org
BIENVENUE AU SEIN DE LA QUICK REACTION FORCE PRÉSENTATION : La QUICK REACTION FORCE est une unité de simulation militaire sur le jeu multijoueur "Squad" anciennement sur project reality depuis 2011. La simulation et le réalisme est la conduite de l’unité pour pouvoir se rapprocher aussi près que possible du réel. Notre unité présente plusieurs avantage : PEU DE PRÉREQUIS Être francophone Avoir un casque et un microphone Être disponible le lundi soir et jeudi soir de 21h00 à 23h30 POSSIBILITÉS D’ADAPTATION HORAIRES SEULEMENT 5H MIN. DE JEU SONT DEMANDÉ PAR SEMAINE PAS D’ÂGE MINIMUM REQUIS CRÉATION D’ÉVÉNEMENTS RÉGULIER EVOLUTION NATUREL DES RESPONSABILITÉS ET DU RANG AU SEIN DU GROUPE PAR RAPPORT À SON INVESTISSEMENT CAMARADERIE ET COHÉSION SONT DES MOTS FORT AU SEIN DE L’UNITÉ L'APPRENTISSAGE DE LA CULTURE MILITAIRE ET SON FONCTIONNEMENT Un vrai cursus et de réelles procédures militaire : Notre commandement est constitué essentiellement de militaires en activité. Toutes les procedure et techniques militaires sont mise à jour régulièrement par rapport au doctrine et manuel officiel dernièrement en date. Un cursus réel au sein de l’unité a été établis pour que les membres puissent s’épanouir et progresser. Si vous cherchez un nouvel aspect du jeu en ligne et une nouvelle expérience proche du réel, rejoignez la Quick Reaction Force. NOUS CONTACTER : siteweb : http://qrf-reality.fr officier responsable recrutement : @[QRF]Starlight#5618 sur discord sous-officier responsable recrutement : @Aldénith#2796 sur discord Cordialement, La QUICK REACTION FORCE Pour plus d'information vous pouvez nous contacter a tout moment via l'email suivant : email@example.com
Hey. So I play a fair bit of Arma3 and I'm of course interested in Squad. It says on the KS page that squad will have: So what exactly can we expect? I know the FAQ page says that 'feature X will probably be included later on', but I have some specific questions and I'd be interested in seeing some discussion about this stuff anyway, so: Will rounds have a realistic BC? Will different types of ammunition be available, and will those types have unique values for things like BC, Penetration modifier... If I hit someone center mass with 7.62x51 will I know they're likely to bleed out very soon? And more importantly, how will damage be calculated? Will it be a guesstimated, flat value per ammo type? (Good for balance, bad for realism)? Or more based on KE (at impact) + round type (since it's not KE that wounds, but rather the permanent cavity, so a slower, weaker round could potentially do more damage). I'm also curious how you'll be considering balance vs. realism, when it comes to things like 5.56 vs 5.45, where I might expect more "damage" (base KE) from 5.56x45 but more of a permanent cavity from 5.45x39 (or more bleeding effects if they exist). I'd greatly prefer the latter so that getting shot at distance or through cover will come with a significant reduction to damage received. Further along this line, how will body armour factor into things? Will no penetration (like a lvl3 plate getting hit with 5.56) = no damage, but perhaps some suppression/shock affect? Or will that simply not make sense from a gameplay perspective and not be considered? Will there be any circumstances where a player can survive a headshot? And on the optics side of things, I assume by fully working you mean the reticles will be calibrated correctly? If so, fantastic. I've just recently been fixing some reticles for breaking point (arma 3 mod) and making the ACOG posts correctly zeroed for 5.56, calibrating the stadiametric rangefinder on the PSO-1 and so on; things like that matter to me so it'd be great to know similar features exist in squad. Along that line, what zeroing incriments will be available? 100m? 50m? Do you plan to add first focal plane optics with working MIL dots for ranging purposes? Or does that stuff exceed the scope (sorry) of Squad? edit: Oh, one more: Will we be able to switch between reticles as we do in arma? So I can switch between the red dot and the full scope on the ACOG, or switch between the PSO-1's optic and the weapons iron sights?