Squad è uno sparatutto multiplayer 50 vs 50 in prima persona che punta a catturare combattimento realistico attraverso la comunicazione e il gioco di squadra. Le principali caratteristiche includono un gameplay combinato con veicoli armati, ambienti di grandi dimensioni, la costruzione di basi, e il VoIP posizionale integrato per parlare...
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Data di rilascio:
14 dic 2015
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Gioco con accesso anticipato

Ottieni l'accesso anticipato ed inizia a giocare ora; prendi parte a questo gioco mentre viene sviluppato.

Nota: i giochi in accesso anticipato non sono completi e potrebbero venire modificati in futuro, oppure rimanere incompleti. Se non vuoi giocare a questo gioco nel suo stato attuale, ti conviene aspettare per vedere se verrà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso è anticipato?

“Considerando la scala che vorremmo raggiungere ed il tempo necessario per ottenere la piena gamma di funzioni che abbiamo in programma di fornire, ha senso per noi permettere ai nostri fan il più ampio accesso pubblico al gioco mentre è ancora in fase di sviluppo. La natura del gioco ci permette di prendere delle fette verticali molto pulite (per esempio combattimenti di fanteria, guerre tra i veicoli armati) ed espanderli mentre continuiamo a sviluppare nuove funzionalità in altri settori. Questo permette alla comunità di godere e sostenere il gioco ed i suoi sviluppatori mentre il lavoro va avanti. Uno scenario che è molto familiare al nostro team di sviluppo, proveniente dal mondo del modding, dove una rapida iterazione ed una opinione immediata dei giocatori sono importanti.”

Per quanto tempo questo gioco rimarrà in accesso anticipato?

“Stiamo anticipando che Squad rimanga in Early Access fino a metà 2017.”

Quali saranno le differenze fra la versione completa e quella ad accesso anticipato?

“Nella versione completa puntiamo a supportare server 100 da giocatori con 50 giocatori per parte. Inoltre ciò che abbiamo pianificato sono una serie completa di veicoli per ogni fazione, che va dai piccoli mezzi (motociclette) fino agli elicotteri. Infine intendiamo completare il sistema di Costruzione delle Basi includendo più oggetti schierabili, affinando i sistemi di costruzione e rifornimento.”

Qual è lo stato attuale della versione in accesso anticipato?

“In questo momento Squad è in una fase in cui il combattimento di fanteria è completamente implementato con i veicoli aggiunti come una iterazione di "primo passaggio". Attualmente stiamo reingegnerizzando molti dei sistemi di codifica più vecchi e lavorando sull'ottimizzazione oltre ad aumentare l'ampiezza dei contenuti.”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

“È ancora da stabilire se il prezzo del gioco varierà durante o dopo l'accesso anticipato.”

Come pensi di coinvolgere la Comunità durante il processo di sviluppo?

“Attualmente gli sviluppatori di Squad sono molto attivi sul forum, Discord e Reddit, raccogliendo opinioni e segnalazioni di errori per migliorare il gioco. Stiamo inoltre sostenendo attivamente la comunità del modding ed abbiamo in programma di aggiungere il supporto completo ai mod nei primi mesi del 2017.”
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2 agosto

July 2018 Recap

(For the media rich version of this post, follow this link: http://joinsquad.com/readArticle?articleId=303 )

Hey Squaddies,

Callooh! Callay! O frabjous Recap day! It's time for another dose of what's been happening behind the scenes in Squad. From mechanics to user experience, the team has been full steam ahead as we make the push towards Alpha 12 -- let's grab a looking glass and see what they've been working on!

SquadChat with Drav, Fuzzhead, and Merlin

https://www.youtube.com/embed/viuyqLK6SOs

What are SquadChats? Glad you asked! They're a more casual opportunity to sit down with the developers behind Squad, learn about who they are, what they do, and how they do it. In this edition, we have our Drav, our Lead Producer, Fuzzhead, beloved game designer, and last, but not least, Merlin, CEO of Offworld Industries.

Over the course of an hour and a half, we talked about the current status of Squad, our plans to get to launch, and how we're going to support Squad into the future. Heck, they even worked in some answers to community questions. Worth a watch, eh? Don't forget to check out the rest of the SquadChat archive: https://www.youtube.com/watch?v=zP_EhxCqa0k&list=PLL7yuIe6OBXzCMljpeMjmiuXJ2y1LeGvF


Systems

User Interface

https://streamable.com/s/fa4eb/rfmizh

The new user interface is continuing to receive a facelift as we work through each element, one at a time. The updated team screen allows you to get a feel for the map, read up on the game mode and lore, as well as seeing which factions are in play.


The Deploy screen allows you to see your squad, as well as the entire team, organize your squad into fireteams, select your role via a quick select panel, and, most importantly, set your spawn point options. The map here has been expanded slightly given the new dimensions.

The new Role Loadout screen is an optional page that allows you to access more information on what roles are available to you, as well as get in-depth information on what each weapon and piece of equipment does. Knowledge is power!

Persistent Ammo

The Infantry Rearm System will be undergoing some significant changes. As per the June Recap, Squads will now have access to the Infantry-deployed Ammunition Bags carried by the Non-Scope Rifleman role. The following changes are working in conjunction with the Ammo Bags to create a more teamwork focused Rearm system.

We are implementing the concept of "Persistent Ammunition". It is designed to further place importance on logistics and to make ammunition scarcity a real consideration on the battlefield. Squad Leaders will need to factor in their Logistics and Ammo Sources when deciding where and when to assault.

Additionally, we're experimenting with the concept of having player spawns on Rally Points and FOBs spawn with the same amount of ammunition that they had when they died. Players will always spawn with a minimum of at least 2 magazines for their primary weapon and will always spawn with 2 field dressings.

Players changing roles after being killed will respawn with the minimum kit loadout (2 primary magazines and 2 field dressings) and will need to seek out resupply.

Deploying at the Main Base will always give a player a fully-loaded kit.


Ammunition Resupply Granularity

Another change to the Infantry Rearm System is adding a level of granularity to the way players rearm. Rather than a role costing a fixed ammo point value to rearm, each magazine and/or consumable inventory item will have its own associated ammunition cost. This provides a much more accurate representation of how much ammunition resources you are using when it comes to rearming and will make it easier to balance one weapon over another.

Ammunition point values will be tweaked to reflect these new changes, especially as testing and feedback continue to develop.

Art

Smoke Generators

https://streamable.com/s/p7h03/kvymld

One upgrade that will be coming to all our APC, IFV, and (future) Tank drivers is the ability to deploy a smokescreen from the exhaust ports. The smoke generator is a continuously channeling effect that deploys an extremely large screen that can be used to cover a retreat, advancing infantry in an assault, or enjoy a break from the Tallil sunshine. In addition to the turret mounted smoke grenade launchers, vehicles will now have a multitude of screening options available to them.

https://streamable.com/s/8347b/dlzlpd

Repair Tools

http://media.joinsquad.com/2018/Aug/Recap/repairtools.jpg

Over the course of battle, your vehicles will take damage to its components (for this first iteration it will primarily be your engine), so in order to get back to a minimum level of usability we've given all crewman roles a toolkit used to repair these components, as well as bring up hull health above a minimum threshold. We're still balancing this mechanic, but this should give another level to the meta gameplay of vehicle combat.

https://streamable.com/s/gwz8s/jejnzq

RPG-7V2

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2.jpg

Coming soon to all Russian rocket launcher, the RPG-7V2 package adds the PGO-7 2.8x optic to the launcher. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types.

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2_2.jpg[

Kornet

http://media.joinsquad.com/2018/Aug/Recap/kornet_1.jpg

The finishing touches on the 9M113 Kornet have been added and it's flying high in testing now. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly.

https://streamable.com/s/2zlhv/dmkhgr

http://media.joinsquad.com/2018/Aug/Recap/kornet_2.jpg

Mapping


Tallil Outskirts

https://streamable.com/s/bz37j/jkbcbw

https://media.joinsquad.com/2018/Aug/Recap/tallil_1.jpg

The whole team is working hard on finishing up Tallil Outskirts. Not only will the map be a new location to fight over but it will showcase some new mapping technology. The terrain will be the most realistic we've seen in Squad up to this point, and with the advent of new structures, foliage and visual effects, we hope to ramp up the immersiveness to a whole new level.

https://media.joinsquad.com/2018/Aug/Recap/tallil_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_3.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_4.jpg

As stated in last month's recap, Tallil Outskirts' predominant feature will be an airfield with a long history of conflict. From the Russian influence in the 1980s to the U.S. bombing of the Iraqi hangars at the start of the Gulf War, to its more recent use as a U.S. Air Force airbase and Army barracks, the history will be visible no matter what corner you're fighting over.

https://media.joinsquad.com/2018/Aug/Recap/tallil_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_6.jpg

And let's not forget about tanks! Tallil will be our first armor-focused map, so we're as excited as you are to see columns of tanks duking it out across the open desert!

https://media.joinsquad.com/2018/Aug/Recap/tallil_7.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_8.jpg

Jensens Range Overhaul

https://media.joinsquad.com/2018/Aug/Recap/jensens_1.jpg

We've managed to give Jensens Range another big facelift, this time taking advantage of the desert biome work we've been doing on Tallil and bringing it into the training range, giving it a very distinct feel now.

https://media.joinsquad.com/2018/Aug/Recap/jensens_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_3.jpg

The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track and a 1.5km open range with elevation for vehicles.

https://media.joinsquad.com/2018/Aug/Recap/jensens_4.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_0.jpg

Outro

And there you have it! Some big changes coming up, so we'd like to remind you to shoot straight, conserve ammo, and never, ever cut a deal with a dra... ah, well, maybe just the first two. Thanks for joining us for another Recap! We'll see you next month.


Offworld Out.
37 commenti Altre informazioni

17 luglio

The Wrench - June 2018 Edition

(For the media-rich version of this post, please visit http://joinsquad.com/readArticle?articleId=301 )

Hi Squaddies,

Welcome to the June Edition of The Wrench! Just like most of the Northern hemisphere, this month's crop of mods is looking hot -- including one that aims to change the way Squad matches run!

Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.

SWCMod by salt. DevilsD and |F| Arkanoid


https://media.joinsquad.com/2018/July/TheWrench/swcmod1.png

First up, we have the SWCMod by salt. DevilsD and |F| Arkanoid. Originating with the Squad World Championship, they have been developing this mod to serve as a dynamic way of altering gameplay values, as well as significantly increasing the quality of spectating and streaming for competitive Squad matches.

"The SWCMod comes from an effort to rebalance Squad's meta for competitive play with additional features to help casters make their streams more dynamic, informative and enjoyable to watch."

https://media.joinsquad.com/2018/July/TheWrench/swcmod2.png https://media.joinsquad.com/2018/July/TheWrench/swcmod3.png

Long Range Advanced Scout Surveillance by Gerard (wargr)


https://www.youtube.com/embed/4CA-QpFQcto

Not satisfied with peeking corners, wargr has set out to create some more high tech ways of keeping an eye on a FOB. More important, it's done from an appropriate safe distance -- way the heck away. Their next steps will be continuing to work with it in the SDK to get it into a mod format. Could it make a nice addition to your mod? Let wargr know!

https://media.joinsquad.com/2018/July/TheWrench/lras1.jpg https://media.joinsquad.com/2018/July/TheWrench/lras2.jpg

Squad BR Mod Update by The Squad BR Mod Team


https://media.joinsquad.com/2018/July/TheWrench/squadbr1.PNG

The team working on the Squad BR mod has been kickin' it into high gear this last month, hitting some important milestones. They're happy to report that loot spawners now have their own area types, meaning you'll be more likely to find military hardware in military areas, more custom art assets have been added, and the gameplay loop is almost ready!

https://media.joinsquad.com/2018/July/TheWrench/squadbr2.PNG https://media.joinsquad.com/2018/July/TheWrench/squadbr3.PNG

Before long, folks will be in the mod and wondering what those mysterious arrays are for...

https://media.joinsquad.com/2018/July/TheWrench/squadbr4.PNG

Be sure to join their Discord server to keep up on the latest news, or find out how you can be part of the team!

Clearly there's a lot to look forward to in Squad modding! (Including the Modding 2.0 update, of course.) As always, we're amazed by the skill and creativity of the modding community. We can't wait to see what you folks have for us next month!

Squad Modding Hub Management Team Out.
40 commenti Altre informazioni
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Informazioni sul gioco

Squad è uno sparatutto multiplayer 50 vs 50 in prima persona che punta a catturare un combattimento realistico attraverso la comunicazione e il gioco di squadra, enfatizzando sia le meccaniche di una forte coesione di squadra, sia il coordinamento su larga scala , che le tattiche e la pianificazione. È dotato di grandi mappe aperte, gameplay combinato con veicoli armati e basi costruite dai giocatori, per creare una esperienza di gioco batticuore e viscerale che mescola la pianificazione tattica multi-squadra, con un processo decisionale in frazioni di secondo, a scontri a fuoco in un mondo in scala reale.

Requisiti di sistema

    Minimi:
    • Richiede un processore e un sistema operativo a 64 bit
    • Sistema operativo: Windows 7 SP1 (x64)
    • Processore: Intel Core i5-2500K CPU
    • Memoria: 8 GB di RAM
    • Scheda video: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: Versione 11
    • Rete: Connessione Internet a banda larga
    • Memoria: 35 GB di spazio disponibile
    • Note aggiuntive: A teamwork oriented mindset
    Consigliati:
    • Richiede un processore e un sistema operativo a 64 bit
    • Sistema operativo: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Processore: Intel Core i7 4790k CPU
    • Memoria: 16 GB di RAM
    • Scheda video: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Versione 12
    • Rete: Connessione Internet a banda larga
    • Memoria: 35 GB di spazio disponibile
    • Note aggiuntive: A microphone

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