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Ground Branch

Démarré par Davanseth, 23 Décembre 2014 à 23:12:13

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Davanseth




INTRODUCTION

BlackFoot Studios' premiere title; Ground Branch is based on the real life subsection of the Special Activities Division of the Central Intelligence Agency. The Special Activities Division typically carries out deniable covert operations on foreign soil and often goes into a situation before anyone else, before Special Forces, before the SEALs, before DevGru; SAD Ground Branch is the true tip of the spear. SAD Ground Branch operatives are mainly recruited from Army Special Forces or CAG units and are experts in field craft, surveillance, small arms, hostage rescue and Close Quarters Battle.







www.youtube.com/watch?v=BDzpzCKHCU0#t=302




FEATURES

Please note that this feature list is not complete, and new features will be added in the future.

General

Squad based team play
NO unlocks or kill streaks!
Using latest version of industry leading Unreal Engine


Player view

True First Person System 1.0 that gives no disconnect between what you see of yourself and what others see of you
Correct and realistic first person weapon view
Freelook style first person system. Players can look around independently of weapon


Weapons

Tactical reload system with both loaded and "dry" reloads
Each weapon has it's own reload sequence
Reload animations can be interrupted
Realistic magazine system. Each mag tracks how many rounds it contains at any given time
Empty mags fall to the ground and mags still containing rounds go back into pouch for later use
Weapons collide with the world. Your weapon is truly in the world and will collide with objects in it. This means that weapon choice will actually matter as longer weapons might not be the best option to equip yourself with if operating in a CQB environment.
Accurate and realistic weapon transitions. Main weapon falls to chest on sling while drawing secondary or special item
Fully customizable weapons. Setup your weapons how you choose with various attachments that operate as they would in the real world
No limit on number of saved customizations.
Ability to edit and recall saved customization while in server lobby
Items used in game requires time to equip... no magical NVG turning on or instant grenade throws. Equipping items takes time
Realistic representation of optics usage on weapons including choices in placement
Various melee abilities including accurate portrayal of knife usage as well as muzzle jabs


Inventory and ammo

Inventory system that has each magazine track its own rounds
Pickup and drop weapons on the battlefield
Supported shooting with bipods
Customizable character gear. What you take into battle is all you have and physically shows on your character
Ability to share gear with others (carry more ammo for a buddy)
Save and recall any number of individual weapon/character customized loadouts. Not limited to a small number of presets


Movements and injuries

Ability to accurately and realistically jump in the game (see our NORG page)
Ability to clamber onto and over objects
Prone, crouch and stand postures
Lean and peak system that includes a 'step out' ability to quickly step out from cover then back in
Ability to move while leaning
Encumbrance system that takes weight and bulk of items into account for movement. Variations will not be drastic but noticeable. We are portraying highly skilled operators here
Choose between numerous uniform types and a variety of body armor and vests/harnesses, all with in game tradeoffs
No regenerating health, but ability to administer first aid to non-lethal injuries for reduced combat effectiveness
Players will have visible injuries including limps and non/reduced functional limbs
Ability to stay in fight if non mobile from non-lethal wound. This means that you may be able to shoot even though you are no longer able to physically move.
Ability to drag team mates to safety to administer first-aide or to safely recover their unused ammo and gear if they are no longer alive


Game world and maps

Material/surface specific penetration
Accurate but not overly complicated ballistics model including bullets originating from muzzle of weapon and lethal/accurate locational damage
Fully functioning doors that can be opened/closed at variable speed, kicked open (might take more than one kick) as well as breached with weapons or explosives
Unique environments from all over the world
Areas in maps have multiple entry points
Full featured Training ranges, including Killhouses with completely random target placement
All enemies spawned and patrolling at start


Single Player and Co-Op (More info to come)

Unique mission design that delivers smaller more localized sets of mission groups based around world hotspots
Centralized intelligence portal to monitor world hotspots and receive mission orders
Ability to complete missions individually, with AI team or with friends
System designed to continually add and evolve missions over time


Multiplayer

Full and free Dedicated Server support. Host a server wherever you want
Full support for MP ladders
User made arm patches
In game 3d VOIP with ability to set comm channels within team as well as mute options
Full MP lobby system with pre/post game chat
Private password protected lobbies/rooms
After Action Review after each round
Clan/Unit friendly
Various adversarial and Co-op style MP game types available at launch
Controller support on PC


Site officiel: www.groundbranch.com/