OWI and SpatialOS Zoned Multiplayer
Posted May 26, 2019, 4:21 PM UTC
Posted May 26, 2019, 4:21 PM UTC
I checked the sub and didn't see it posted yet. No idea if this affects Squad even though it's OWI, but I thought it was interesting. Perhaps will help with achieving 100-player servers?
Only related insofar as some of Squad's assets were used to test their technology. Not ruling out that their technology might be perfect for us someday, but that's in the same class as "we'd love to have full destruction someday."
This article /might/ give you a better idea, though not heavy on details either: https://improbable.io/blog/bringing-modern-tactical-combat-to-spatialos-with-offworld-industries
Offworld Industries’ first step was to look at the Shooter Game, ported to the SpatialOS GDK (Game Development Kit) for Unreal Engine. Drawing on the expertise and resources of Squad, they have created a new set of character and environmental art assets for the game running on SpatialOS.
The result? A reskinned version of the Shooter Game, with the look and feel of a modern, realistic squad-based combat game. It looks great, and it’s the first step towards a new kind of FPS game, combining team dynamics, communication and close cooperation in a modern combat environment.
Thanks for the info!
FYI, just in case you guys ever think of actually doing this, and I know I am speaking for a lot of my buddies on this. The day I have to shoot at bots in Squad is the day I stop playing squad. I have zero interest in shooting at bots and even less at dieing to an aimbot.
Yeah, we're content to stick with large-scale multiplayer.
Bots, if ever implemented, would probably be a target practice thing on the range.
That said, Squad Z and Troopers use bots within the Squad framework to good effect, so if you have the right mod for it, they can be a lot of fun.
I do remember seeing it posted. I believe the official statement was 'there was collaboration but not commitment' as it was interesting for both parties to see...
it would also seem that this tech would be more about boosting player counts to the thousands, than just that extra 20.
I mean, Squad is definitely not about large scale warfare like Arma, but perhaps a bump to 150-200?
I would try whatever. Just have to consider it within the map-design. I think there are a few maps that would handle that many players well within Squad as it currently is.
Assuming more parallel servers means you could have bigger maps, I would be as interested in playing 100v100 as I would in 1000v1000, in a properly designed environment.
Its at that point you start to have enough space for proper man-controlled fixed wing operations, helicopters reach their most pragmatic application, armor columns, artillery, etc.
At that point however, we're playing Battalion more than Squad.
But I would definitely love to see something like that attempted.
Even if they just leverage this for their current game model, it could allow things like destruction, and higher tick-rate etc. Also for those of us who are running decent server hardware, we could more potentially utilize more of the processor cores on our existing servers without having to acquire new hardware.
Realistically speaking, I would not want more than 100 in this game. Imagine how much more complicated the squad leader role will be dealing with 10 squads instead of five.
That would be awesome! Imagine seizing a city like Fallujah with 100 players and 50 or some odd bots with helis in the air and transport trucks full of squads.
Would be great for Squadz too, as it would require less players. It can be similar to that one game mode in l4d, where the majority of zombies are AI, but special infected are player controlled, as with the survivors
Would be interesting to hear more about this.
Is SpatialOS using Squad as a vehicle to test their tech? Or is this a possible development strategy for Squad?
Not sure if you saw this: https://improbable.io/blog/bringing-modern-tactical-combat-to-spatialos-with-offworld-industries
The tl;dr: we worked together to implement some Squad assets into the base "ShooterGame" from Unreal Engine, so they could demonstrate their technology in a "real" environment. Pretty cool stuff, but not necessarily something that'll end up in Squad.
My guess is it was more of a demonstration to OWI to show how it could be implemented along with a quote of how much it would cost.
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I could see this being incredibly useful in games like Arma where singleplayer is a nightmare for your CPU with a bunch of AI fighting.
I dont think squad needs anymore infantry units/squads - if anything this would be good to increase player numbers for an increase in crewman for more vehicle numbers.
Interesting!
On a side note, i really hope that, even if AI is not directly implemented in vanilla Squad, it will be available for use in mods.
Imagine this: a SOF mod that lets you run missions against AI enemies ala ARMA but with Squad's immersion, SFX, VFX and gunplay...
Wouldn't that be amazing?