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#3557368 - 04/16/12 05:24 PM Ground Branch Website Live...
Magnum Online   grunt
Lifer

Registered: 01/27/03
Posts: 25516
Loc: Naples, Florida
http://groundbranch.com/

Some info, and a teaser with some interesting visuals... great potential.
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Magnum

"Every time I hear/read "Free to Play" I know were going to get screwed in the end with micro-transactions. NO THANKS game developers!"

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#3557386 - 04/16/12 05:52 PM Re: Ground Branch Website Live... [Re: Magnum]
Raw Kryptonite Online   smile
Beat the Kobayashi Maru
Hotshot

Registered: 04/04/08
Posts: 9505
Loc: MS
So this is even before a kickstarter campaign? Hope they get it together one day, but it just seems to get further and further from the realm of possibility.
Too bad they don't get with Serellan about his project. Between all of them they might actually get something happening. This thing has been pre-alpha for 5 years or more now.
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#3557424 - 04/16/12 06:59 PM Re: Ground Branch Website Live... [Re: Magnum]
Magnum Online   grunt
Lifer

Registered: 01/27/03
Posts: 25516
Loc: Naples, Florida


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 3.0


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
■Accurate and realistic weapon transitions. Main weapon falls to chest on sling while drawing secondary or special item
■Empty mags fall to the ground and mags still containing rounds go back into pouch for later use
■Fully customizable weapons. Setup your weapons how you chose with various attachments that operate as they would in the real world
■Items used in game requires time to equip… no magical NVG turning on or grenade equip. Equipping items takes time
■Realistic representation of optics usage on weapons
■ Various melee abilities including accurate portrayal of knife usage as well as muzzle jabs


Inventory and ammo
■Inventory system that has each magazine track rounds available
■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 individual weapon/character customized loadouts


Movements and injuries
■Ability to accurately and realistically jump in 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 form cover then back in
■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
■Chose between uniform types and a variety of body armor and vests/harnesses, all with in game tradeoffs
■No regenerating health, but ability to administer first aide 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


Game world and maps
■Material penetration
■Accurate but not overly complicated ballistics model including bullets originating from muzzle of weapon and lethal/accurate locational damage
■ 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
■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


Modding and multiplayer
■Full mod tools
■Full and free Dedicated Server support. Host a server wherever you want
■Full support for ladders
■User made arm patches
■In game 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
_________________________
Magnum

"Every time I hear/read "Free to Play" I know were going to get screwed in the end with micro-transactions. NO THANKS game developers!"

*Intel i7-2600K processor *Cooler Master Hyper N 520 CPU fan *Asus ROG Maximus IV Gene-Z mobo *8GB Corsair Vengeance 1600 DDR3 RAM *Asus ENGTX570 DCII GeForce 570 video card *Western Digital 640GB 7200 w/32MB cache HDD *Corsair TX750M power supply *Microsoft Windows 7 Home Premium SP1 64-bit

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#3557569 - 04/16/12 11:58 PM Re: Ground Branch Website Live... [Re: Raw Kryptonite]
Flogger23m Offline
Senior Member

Registered: 12/06/02
Posts: 2730
Loc: California
I am liking the FAQ and feature list. Looks like a wish list I'd spend 30 minutes typing up, so naturally I am rather excited.

Originally Posted By: Raw Kryptonite
So this is even before a kickstarter campaign? Hope they get it together one day, but it just seems to get further and further from the realm of possibility.
Too bad they don't get with Serellan about his project. Between all of them they might actually get something happening. This thing has been pre-alpha for 5 years or more now.


They claim they are done experimenting. Now work is done polishing the features. Examples are the UI in the new video and bringing up rifles to look down the sights (the current animation looks too stiff and artificial).

It won't be long until we see something playable. They are looking at a early 2013 release. Might get pushed back, but not too far off.

Takedown still has a long way to go. They are making progress looking for an office and are hiring developers at the moment. They did not want to merge as Christian and John had different views on how to make their games. They talked and are wishing each others team good luck, and maybe there might be some development cooperation (textures, animations ect.) but that remains to be seen.

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