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[News] [SQUAD] Kickstarter Launch

 Post subject: [SQUAD] Kickstarter Launch
PostPosted: 27 May 2015, 04:08 
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Read it here: https://www.kickstarter.com/projects/of ... ries/squad
Comment here: http://forums.joinsquad.com/topic/1471- ... ter-launch
Buy the clan pack with us here: viewtopic.php?f=52&t=4118
Inhouse discussion here: viewtopic.php?f=52&t=4114

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 Squad is an online multiplayer first-person shooter that aims to capture combat realism through communication and team play. 
 Large open maps combined with strong squad cohesion mechanics, vehicles and player-constructed bases create a heart-thumping, visceral gaming experience which mixes organized tactical multi-squad planning with split second decision-making in real world scale firefights, with up to 50 players per side.
Read below to learn more about how we will bring this experience to our backers, as well as a planned feature list for our game.
Thanks in advance for your time and support.  
Squad Development Team

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 Squad was originally envisioned as a way to carry on the legacy of the popular “Project Reality” mod for battlefield 2. Founded by Will “Merlin” Stahl in late 2013, the project has grown to approx 22 developers the vast majority of who have contributed to the original MOD at some point in its long life.
Our goal for Squad is to take 10 years worth of experience, testing and research with the original Project Reality formula and apply it to a modern stand-alone engine. We want nothing less than to reclaim the genre of tactical shooters for the creators, modders and players who have waited a generation to get back to intelligent, satisfying gameplay.

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 Our stretch goals are designed to reflect actual development goals and how much it will realistically cost us to reach these objectives. We are under no illusions and estimate it will cost in the region of $3 million dollars to fully fund the total vision of the project.  
This Kickstarter campaign can be looked at as both an opportunity to seed the project and to accelerate the goals below to get us into more exciting things and a broader scope of game even faster.  
There are tons of features and content in between these goals but we thought these were some exciting and worthy motivators.

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IMMERSIVE, REALISTIC COMBAT. With advice from former and current service personnel, we aim to deliver a completely immersive combat experience like no other. You’ll hear the buzz of rounds pass nearby and almost feel the intense gut churning reality of combat. 
ALL FOR ONE, ONE FOR ALL. The base unit of Squad is not the individual, but the 9-man squad. Gameplay systems honed over years of experience with the Project Reality series draw the focus away from the lone-wolf player and much more on the cooperation with other members of your squad.
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OPEN, EXPANSIVE LEVELS. Most of our maps will come directly or be heavily inspired from real world locations through Geographic Information Systems (GIS) satellite data, where authenticity and total tactical freedom to roam will always be part of the game.
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MASSIVE 100 PLAYER SERVERS. 50 on 50, in countless squad combinations, all vying for control over an expansive battlefield. SCALABILITY. Squad can be enjoyed on a much smaller scale with more concentrated fighting areas and tighter player counts, but still offers the freedom, tactical maneuverability and opportunities for team-play that are the hallmarks of the game.
KIT ROLE SYSTEM, be it 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 as no one soldier can possibly do the job of an entire army. Personal progression is not measured by how shiny your weapon is, but how flexible you are in mastering all the different battlefield professions.
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PLAYER-DRIVEN SPAWN-POINT AND BASE-BUILDING, which makes the front-lines of every match a unique experience. Players who prefer to construct rather than destruct have the capability to build fortifications and strong points for the team, and often play as important if not greater role than the ones doing the shooting.
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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 main 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 even how much you can fortify your spawn points. Defending friendly and eliminating enemy Supply Lines, FOBs and RPs become just as important as putting troops into the Objective Zones on the map.
COMBINED ARMS WARFARE. Join a tank crew, be an unstoppable force 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 attack helicopters and everything in between, we offer gameplay systems that make multilayered teamwork enjoyable and rewarding without the need to join private communities.
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REAL WORLD 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 accurate modelling accrued from our military advisors as well as years of experimentation and experience in the modding scene.
BALLISTICS AND SIGHTS. Server side, simulated Newtonian physics with our custom physics engine code. From small arms to grenade launchers, mounted machine guns to dumb-fire rockets, we aim to have working sights that significantly up the level of immersion when it comes to firing your weapon.
SIMULATED DAMAGE MODELS. Server side damage system where being shot means you're not going to be sprinting until treated by a medic, and a direct shot to your wheels means you're not going to be moving around until field repairs have been made.
INTEGRATED POSITIONAL VOIP COMMUNICATION, no need for third party programs, we're using the most effective codecs in-game. Speaking to other squad leaders across the map, or even the man next to you couldn't be easier.
ALL THE TOOLS NEEDED FOR INTRA-SQUAD AND INTER-SQUAD COMMUNICATION built into the game. In the last ten years, the industry has moved away from providing proper command and communication features available out of the box. Squad will fix this.
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TRUE FIRST PERSON CHARACTERS. (aka ‘body awareness’) character models, there won’t be walking gunheads here. Your first person movements will be the exact same as seen by other players in third person. There are no rigged 1P arms for your on screen infantry character, the entire character body is modeled and viewable at all times.
A MEDICAL SYSTEM REFINED through 10 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 like no other.
ASSAULT AND SECURE, an objective zone based game mode that promotes a defined 'front-line' style of combat. The objectives also are regenerated every round, so no two sessions will ever play the same. We plan to have many more game modes to come!  
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ADMINS SPECTATOR MODES AND OVERVIEW PANELS to allow administration teams the tools required to own, operate, and oversee their servers.  
REFINED MACHINIMA/FILMING TOOLS designed by film enthusiasts for ease of use, to allow for high quality machinima or gameplay videos.  
SUPPORT FOR MODDERS AND MISSION DESIGNERS FROM DAY ONE of retail release. The Squad developers are paying it forward and will provide reference and frameworks for hobbyist modders and mission creators, and paid commissions for qualified mod teams.  
SUPPORT 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 take full advantage of the Unreal Engine 4 framework, animations, weapons and ballistics systems to challenge the competitive FPS standard for the last several years.
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 Below is a rough timeline of our development plan. Although very difficult to give specific dates we would like to be releasing our STEAM EARLY ACCESS in Q4 2015.  
We anticipate the "Full Project" Could take an additional 12 - 24 months after that point. The reality is we plan to take the project as far as is viable and continue to add to the product for as long as the demand is there. 

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 Below are our Kickstarter Tiers and a FAQ to help everyone in choosing the level the fits with their desire to support the project. 
If you have an idea or proposal that goes above and beyond these tiers please let us know and we will seriously consider it. We may reveal some higher level tiers if demand is their. 
Feel free to contact us at support@joinsquad.com!
http://media.joinsquadgame.com/May/KickstarterAnnouncement/kickstarter_chart_v3.jpgImage
http://media.joinsquadgame.com/May/KickstarterAnnouncement/kickstarter_chart_v3.jpg
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We are very privileged to have a very large community of over 3,300 forum members, 8,300 Youtube subscribers and we were successfully Greenlit with an amazing 41,213 yes votes for a 95% approval rating!
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Squad also enjoys very strong clan and community backing and just to show a little bit of appreciation back to them here is the growing list of our friends in the community.  
Tactical Gamer - tacticalgamer.com
Drakelings - bluedrake42.com
PR Teamwork Alliance - prteamwork.com
CIA - ciagaming.org
DevilDogGamer - devildoggamer.com
OD-S - od-sierra.org
Big D - bigdgaming.net
The Art of War - taw.net
New - newcommunity.eu
3DAC - 3dac.co
Consortium Horizon - consortium-horizon.com
aVarice Gaming - avagaming.com.au
Mappers United - mappersunited.com
Project Awesome - reddit.com/r/ProjectAwesome
Divsul Brasil - divsul.com
Team SFS - www.teamsfsmilsim.com
and we are looking for more clans to join us!
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 We have been featured in a number of gameplay videos and would love for you to have a look at our fully functional Pre-Alpha which has been in private testing for several months.



Below are some articles which have featured Squad.
PCgamer
http://www.pcgamer.com/squad-is-a-team-fps-from-the-makers-of-battlefield-2-mod-project-reality/ 
Gamespot
http://www.gamespot.com/articles/battlefield-modders-working-on-new-50v50-fps-calle/1100-6426469/
Kotaku
http://steamed.kotaku.com/a-hardcore-shooter-from-the-makers-of-one-of-battlefiel-1695993653
PCgamesn
http://www.pcgamesn.com/squad-is-a-100-player-fps-from-the-team-behind-battlefield-2-s-project-reality-mod
Games.cz
http://games.tiscali.cz/oznameni/tvurci-modu-project-reality-predstavili-svou-vlastni-online-strilecku-squad-249665
Rockpapershotgun
http://www.rockpapershotgun.com/2015/04/15/squad-tactical-fps-project-reality/
Gamewatcher
http://www.gamewatcher.com/news/2015-07-04-battlefield-2-project-reality-mod-team-reunites-for-multiplayer-shooter-squad
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 Unreal Engine 4 is a complete suite of game development tools made by game developers, for game developers. From 2D mobile games to console blockbusters, Uno nreal Engine 4 gives you everything you need to start, ship, grow and stand out from the crowd. Revolutionary new workflow features and a deep tool-set empower developers to quickly iterate on ideas and see immediate results, while complete C++ source code access brings the experience to a whole new level.  






Risks and challenges
Our biggest challenge will be harnessing the full abilities of a very young powerful game engine. We will be at the mercy of future feature development and as such we have planned to add our features in increasingly complex iterations ensuring each element can be implemented at it's base level before we move on to the next one.

We come from a project which has taken 10 years to get to it's current state and is still being actively developed and played so we know exactly how to get where we are going.

Time is most certainly of the essence and we have built the team (approx 20 developers) to get it done.

Onward and Upward!

Read it here: https://www.kickstarter.com/projects/of ... ries/squad
Comment here: http://forums.joinsquad.com/topic/1471- ... ter-launch
Buy the clan pack with us here: viewtopic.php?f=52&t=4118
Inhouse discussion here: viewtopic.php?f=52&t=4114

cheers,
Curry.

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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 29 May 2015, 15:24 
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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 29 May 2015, 16:49 
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A thought just struck me: devs should pimp Squad to the Pentagon. It has potential for training real soldiers...

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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 29 May 2015, 17:36 
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Project Update #2: What's This All About?
Hurling towards funding goal one at an amazing pace, we're looking to bring much more of the game to you much quicker with your help today.  We have guys chomping at the bit to build Squad fulltime, but it will take your support to put these guys to work building out the game as fast as possible.
We’re working on updating the FAQ, but sometimes a picture is all that’s needed. So what’s this Exclusive Skin for the M4 that early backers will receive? Are you guys going the dress up doll route and adding glitter stickers and tattoo sketch art to receivers and buttstocks? H E double hockey sticks NO!
ImageWIP Alternative M4 Skin

 Taken from references we’ve received from veterans of the recent combat theaters, (thanks guys for all the help!), fieldcraft in the US military is an art of war not often represented properly in modern FPS games, so we present our vision of these guys’ trusted firearms during their tours overseas. 
ImageWIP Alternative M4 203 UGL Skin

 The Squad Development team and their mod fans didn't leave the Battlefield series, we didn't leave the tactical FPS genre, we didn't agree to the casualization of the genre and the shutting off of modding and engine access to existing franchises. This left the core of Offworld Industries and our fanbase in the cold, with no choice but to strike out on our own and bring a reactionary evolution to the industry and spearhead a return to the classic meaning of tactical FPS gaming to the PC gaming world. As a completely indie studio we ask for your help today, to pledge support for Squad's Kickstarter and give the developers of Squad a show of support in our journey to bring the genre back to the people.
ImageTeaser of first 4km^2 (1.5 mile square) map
Hear us tell our story:  Our Developers Z-Trooper and Merlin sat down to a podcast interview with the incredibly interesting Luetin09 for an extended in depth look into the foundations, philosophy, gameplay design and future goals of the Squad Dev team, and it’s been hidden away for the last day as we’re trying to keep up with the media inquiries. For those with some time on your hands, Here is Luetin’s interview on Soundcloud, available for download:

https://soundcloud.com/luetin09/everything-about-squad

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https://soundcloud.com/luetin09/everything-about-squadhttps://soundcloud.com/luetin09/everything-about-squad

And a link to the Youtube version: 
https://www.youtube.com/watch?v=0KJOmhAQjsE

Keep spreading the word, keep giving us feedback in the comments here and on our forums, spread the word and give us more questions.   We want to include your questions in future Updates and answer them throughout the Kickstarter!
From the Developers of the thinking man's tactical large scale FPS, Have a great weekend!
P.S.  This is what we have been working on adding to the nightly builds and kept us busy this week:
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February WIP Humvee unskinned

Curry.

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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 31 May 2015, 12:24 
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ImageMake it Rain!
Squad is now officially funded! It's been a long road, with many sleepless nights but finally we can say.. SQUAD IS FUNDED!! USD150,000 in 5 days! 
We want to thank the over 1900 backers who have put their money where it counts and pledged to our cause. Truly we have you ladies (2) and gentlemen to thank for bringing new life into the tactical FPS genre. 

Having said that we still have our stretch goals. With each goal we hit, it can only mean more content for you sooner!
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So that means DON'T STOP SPREADING THE WORD! Keep letting your friends, family and PC-gaming pets know about this awesome new addition to the FPS genre. 

Over the coming days we will continue to be releasing exclusive media content, as well as a new series starting called Boot Camp in which we will break down Squad's most basic mechanics into something that even the most novice of gamers can grasp. In addition a FAQ answering more of your questions regarding backing and future development.

Lastly our friends at Project Reality dropped big news of their own today as well, with the release of their new version of the game! If you want to sate your Squad itch while we prepare for early access, check out version 1.3 which is now completely stand-alone!

http://www.realitymod.com/


Once again, thank you so much for supporting us.

A very happy Offworld, Out.
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To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:

Official Site: http://joinsquad.com
Facebook: https://www.facebook.com/JoinSquad
Twitter: https://twitter.com/JoinSquad 
YouTube: https://youtube.com/JoinSquad 
Press: http://press.joinsquad.com



https://www.kickstarter.com/projects/offworldindustries/squad/posts/1247366

Curry.

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Warrior: Like a very rude sand storm!


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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 01 Jun 2015, 17:59 
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Boot Camp:


An Introductory Series - 1 - The Basics


Before we jump into it, we just want to say what an amazing week it has been for Squad, in under 5 days we've managed to hit our first funding goal and now we seem to be set to hit our first stretch goal at USD$200,000 (249,233 CAD). Let's keep this rolling!

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Welcome to Boot Camp, an introductory series aimed at explaining to you, the backer, about the BASICS and MECHANICS of what makes Squad the game it is.

ALL FOR ONE, ONE FOR ALL. The base unit of Squad is not the individual, but the 9-man squad. Gameplay systems honed over years of experience with the Project Reality series draw the focus away from the lone-wolf player and much more on the cooperation with other members of your squad.”

But what does that mean? What are some of these gameplay systems? What happens when you spawn in?

Compass & Minimalist HUDOn your Heads-Up Display, you will see only 3 things. In the middle, your compass, which you use to instantly call bearings and direction; on the bottom right, your weapon’s fire mode and reserve ammunition; and on the bottom left your current stamina. 

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HUD (Concept)


Having less information being spoon-fed to you means that you will need to rely on not only your own eyes, but the eyes of your other Squad mates. The Compass will also display crucial information via the command marker from your Squad Leader.

Kit RolesIn Squad, every player chooses a Kit Role.

http://media.joinsquadgame.com/BootCamp/roles.jpgImage

Kit Roles in Squad

http://media.joinsquadgame.com/BootCamp/roles.jpgEach role is assigned exactly what they need to perform their duties, whether it be a machine gun with a bipod for creating a base of fire, or a single light anti-tank rocket for light armor, but the idea is to standardize load-outs in order for you as the player to know exactly what the soldier next to you is capable of doing at a glance. There are also deliberate limitations as well, controlling the number of heavy weapons and specialized troops on the battlefield. No squads full of snipers! Penalties also apply if you are killed and lose your heavy equipment in the field, so with great power comes great responsibility.

The Squad LeaderSquad Leaders are the brains of a Squad. Many players will find it difficult initially to step into such a role, but leadership is one of the most rewarding aspects of the game. At your disposal are tools that help you maintain Squad cohesion.

Place-able Markers

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Command Markers (Concept)


Markers are placed by the Squad leader either in 3D space, or via their command map. These markers will show up on every Squad member’s compass and on their own maps, and are used as a quick means to coordinate your intentions and messages to your Squad.  

The Rally Point

ImageRally Points (US Army on the left, Insurgents on the Right)


Rally Points are the Squad’s primary means of reinforcing themselves. They are a spawn point placed by the Squad leader and allow for a Squad to regroup after casualties have been taken or otherwise. These will require the Squad Leader as well as a few of his Squad members to be present near him when placing. In addition, these can also be easily overrun by the enemy, so careful placement is necessary.  

That wraps it up for the first session of Boot Camp! We will bring you another one very soon, this time explaining our approach to Voice over IP and what it means for you. We will also revisit some of these key concepts, such as Squad Leading and Kit Roles further down the track!

Till then, Offworld Out.

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To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:  
Official Site: http://joinsquad.com 
Facebook: https://www.facebook.com/JoinSquad 
Twitter: https://twitter.com/JoinSquad 
YouTube: https://youtube.com/JoinSquad 
Press: http://press.joinsquad.com

cheers,
Curry.

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Brooklyn-Tech: Go in, get the job done, leave in style, repeat as necessary.
Friado: Yo! I would like to join Outlaws! (it will fit my cyber gangster career)
Warrior: Like a very rude sand storm!


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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 04 Jun 2015, 15:16 
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Our Kickstarter has finally (excuse the pun) kicked off, and also its time for our monthly update in the world of Squad Development! We just want to say THANK YOU to everyone who has backed us thus far, and to encourage everyone to keep on spreading the Squad name! Just because we hit our first funding goal that doesn't mean the campaign has to end!
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May was an incredibly busy month like always, particularly in preparation for Kickstarter and bringing the game to a stage where media can get a more intimate preview of the gameplay we will offer in the Early Access version of Squad. Without any further adieu..

Systems
  • Added first iteration of stamina system, limiting movement and affecting weapon sway
  • Added additional FOB functionality. Capturing, more reliable team wide spawn mechanic, passive resource generation, resource values associated with each deployable asset,
  • Deployables are now team specific
  • Deployable ammo box is now able to replenish your ammo and allow you to change your kit
  • Updated radial menus for deployables and interactions with deployables
  • Improved quality of life with weapons handling, such as disabling zoom while sprinting and zooming in in hold-breath
  • Reload animations are now networked
  • Updated camera kit for media capture
  • Added a GoPro camera angle for media capture
  • Added toggleable crouch
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Art
  • Added deployable ladders to give alternative options of breaching and defending structures
  • Added a large number of various deployables assets to both teams
  • Added a very large number of environment and foliage objects
  • Added HMMWV
  • Added M2A1 heavy machine gun for both deployables and vehicle mounts
  • Various updates to damage indication on soldiers.
  • Added binoculars to Officer/Cell Leader kits
  • Added first pass animations for ammo and medic bags
  • Added SVD
  • Insurgent Sawn off Shotgun art asset completed
  • MP-443 pistol art asset completed
  • M72A7 LAW art asset completed
  • Added backblast effects for launchers
  • Added entrenching tools for both factions
  • Updated M4, AK-74 and RPK fire sounds
  • Ural 375D Truck Art Asset in Development
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Mapping
  • Added Kohat Toi as a playable map
  • Added many more domestic props to liven up the interiors
  • Major overhauls to Logar Valley
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That's a wrap for this month! We implore you to check out and share our Kickstarter Page, tell your friends about us, tell them that the Dev team is active and talking! Stay on the lookout for new installments of our Boot Camp series, aimed at breaking down Squad's most basic components and a look into what separates us from other games in our genre. Till next update, have a great one!

Squad Dev Team


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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 07 Jun 2015, 19:27 
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https://www.kickstarter.com/projects/of ... ts/1255636
https://www.kickstarter.com/projects/of ... ts/1256252

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Curry.

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Warrior: Like a very rude sand storm!


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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 07 Jun 2015, 20:41 
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I hope Yamalia wins

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 Post subject: Re: [SQUAD] Kickstarter Launch
PostPosted: 08 Jun 2015, 13:45 
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Dragon Fly 'cause urban combat^^

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