Squad - Unreal Engine 4 Tactical FPS Gets Kickstarter Campaign
Squad – Unreal Engine 4 Tactical FPS Gets Kickstarter Campaign
Offworld Industries has launched a Kickstarter campaign for Squad, its Unreal Engine four tactical FPS. Team is an online multiplayer first-person shooter that aims to capture combat realism through communication and team play.
The team aims to raise $184K in the side by side 31 days information technology appears that they will certainly achieve their goal with ease. Team features large open maps, and potent team cohesion mechanics, vehicles and player synthetic bases, also as organized tactical multi-squad planning, split second controlling, and real earth calibration firefights with upward to 50 players per side.
Features:
- IMMERSIVE, REALISTIC Combat. With communication from erstwhile and current service personnel, we aim to deliver a completely immersive combat experience like no other. You'll hear the buzz of rounds laissez passer nearby and about experience the intense gut churning reality of combat.
- ALL FOR 1, Ane FOR ALL. The base unit of Squad is non the private, but the nine-man squad. Gameplay systems honed over years of experience with the Project Reality series draw the focus away from the lone-wolf thespian and much more on the cooperation with other members of your squad.
- Open up, EXPANSIVE LEVELS. Most of our maps will come directly or be heavily inspired from real world locations through Geographic Data Systems (GIS) satellite data, where authenticity and full tactical freedom to roam will always be part of the game.
- MASSIVE 100 Histrion SERVERS. 50 on l, in endless squad combinations, all vying for command over an expansive battlefield.
- SCALABILITY. Squad can be enjoyed on a much smaller scale with more concentrated fighting areas and tighter player counts, merely still offers the freedom, tactical maneuverability and opportunities for team-play that are the hallmarks of the game.
- KIT Office System, exist information technology a machine gunner, sniper, grenadier, APC-crewman, helicopter pilot, squad-leadership, construction engineer, medic, forward observer or even a plain old rifleman, every role has a part to play in the battle. This clear division of responsibilities greatly helps the experience every bit no one soldier can peradventure do the chore of an entire ground forces. Personal progression is not measured past how shiny your weapon is, but how flexible you are in mastering all the different battlefield professions.
- PLAYER-DRIVEN SPAWN-Indicate AND BASE-BUILDING, which makes the front-lines of every match a unique experience. Players who prefer to construct rather than destruct take the capability to build fortifications and strong points for the squad, and oftentimes play as important if not greater role than the ones doing the shooting.
- LOGISTICS AND RESUPPLY System, realised through your team's network of player-placed Forward Operating Bases (FOBs) and Rally Points (RPs) to support your front-lines. Whether its ensuring a clear path between your chief base and your forward bases, or risking the gauntlet and delivering supplies by helicopter or truck, a supply system controls what weapons are available at your Forward Operating Bases, and fifty-fifty how much you can fortify your spawn points. Defending friendly and eliminating enemy Supply Lines, FOBs and RPs go simply every bit important as putting troops into the Objective Zones on the map.
- COMBINED Artillery WARFARE. Join a tank crew, exist an unstoppable forcefulness in a CAS helicopter with your co-pilot or even run logistics and build fortifications, there are many ways to make your mark on the battlefield. From grunts to motorcycles to APCs to set on helicopters and everything in between, nosotros offer gameplay systems that brand multilayered teamwork enjoyable and rewarding without the need to join private communities.
- Existent World Electric current Time PERIOD FACTIONS, including regular and irregular forces. Meaning the inclusion of realistic tactics, weapons, accouterments, load-outs, vehicles, sounds and sights of war using highly authentic modelling accrued from our military advisors also equally years of experimentation and experience in the modding scene.
- BALLISTICS AND SIGHTS. Server side, false Newtonian physics with our custom physics engine code. From pocket-size arms to grenade launchers, mounted motorcar guns to impaired-burn rockets, we aim to have working sights that significantly up the level of immersion when it comes to firing your weapon.
- Faux Damage MODELS. Server side damage system where beingness shot means you're non going to be sprinting until treated past a medic, and a direct shot to your wheels means you're non going to be moving effectually until field repairs have been made.
- INTEGRATED POSITIONAL VOIP Advice, no need for third party programs, we're using the most effective codecs in-game. Speaking to other squad leaders across the map, or fifty-fifty the man next to you couldn't exist easier.
- ALL THE TOOLS NEEDED FOR INTRA-Squad AND INTER-SQUAD Advice built into the game. In the terminal ten years, the manufacture has moved away from providing proper control and communication features available out of the box. Team will fix this.
- True Starting time PERSON CHARACTERS. (aka 'body sensation') grapheme models, there won't be walking gunheads hither. Your beginning person movements volition be the exact same every bit seen by other players in tertiary person. There are no rigged 1P arms for your on screen infantry grapheme, the entire character body is modeled and viewable at all times.
- A MEDICAL System REFINED through ten years of gameplay history. A revival system balanced to make medics and casualty evacuation an extremely critical part of the game, and with features like dragging coming to Squad, saving your buddy in the midst of battle is an experience similar no other.
- Assault AND SECURE, an objective zone based game mode that promotes a divers 'front-line' style of combat. The objectives too are regenerated every round, and then no two sessions will ever play the same. Nosotros plan to have many more game modes to come!
- ADMINS SPECTATOR MODES AND OVERVIEW PANELS to allow assistants teams the tools required to own, operate, and oversee their servers.
- REFINED MACHINIMA/FILMING TOOLS designed by film enthusiasts for ease of use, to permit for high quality machinima or gameplay videos.
- Support FOR MODDERS AND MISSION DESIGNERS FROM DAY ONE of retail release. The Squad developers are paying information technology frontwards and will provide reference and frameworks for hobbyist modders and mission creators, and paid commissions for qualified mod teams.
- Back up FOR TEAM TOURNAMENTS AND LADDERS. Both large scale 50v50 matches for public and clan ladders, and 5v5 and 8v8 on specifically designed smaller maps, allowing tournaments that can accept full advantage of the Unreal Engine four framework, animations, weapons and ballistics systems to challenge the competitive FPS standard for the terminal several years.
source
Source: https://wccftech.com/squad-unreal-engine-4-tactical-fps-kickstarter-campaign/
Posted by: coxexcurce.blogspot.com
0 Response to "Squad - Unreal Engine 4 Tactical FPS Gets Kickstarter Campaign"
Post a Comment