Soooo...let's get started!
(Quoted directly from the thread: Click Here)
Major Suggestions:
1) Stay true to the series - Do your research on the weapons and factions.
2) A class based system similar to Battlefield 3's system would benefit the game. - The idea is to design a class system that can allow for weapon/equipment customization but also help to encourage teamwork by making equipment and points complement the team. For Example (using a Battlefield3-esque class system):
- Assault Class: General purpose Grunt: Highly mobile and useful for attacking bases/enemies. Can heal buddies in the fight. Armed with Medium Ranged blasters and either grenade launchers, jetpacks/jumpjets, or medical supplies. (similar to Battlefront 2 Soldier Class)
- Support Class: Heavy Weapons specialists: Slow, but heavily armored soldiers capable of suppressing attackers. Useful for defending Command Posts and supplying troops. Armed with Heavy Repeating blasters and can equip Anti-Personnel mines, ammunition cannisters, or Area of Effect Gadgets (Rage, Concussion, EMP, Neuro Poison, Rally, etc). (similar in function to Heavy Class in Team Fortress 2 and Wookie Warrior/Clone Commander Classes in Battlefront 2)
- Marksman Class: Highly Accurate sharpshooters and stealth troops: Lightly armored troops trained to disappear and kill with precise fire. Useful for defending bases and suppressing enemies while also functioning as eyes, ears, and occasionally spawn points for their team. Armed with high-power sniper weapons, close-ranged weaponry (i.e. shotguns, light repeating blasters), and can either equip Individual Countermeasures (Motion Tracker, Radar Jammer, Invisibility, etc), mobile spawnpoints, or orbital strike designators. (similar to the Marksman and Bothan Spy classes in Battlefront 2)
- Engineer Class: Vehicle and Anti-Tank Specialists: Regular troops who are trained to maintain vehicles and destroy ordinance. They are useful in supporting attacking troops or defending acquired territory by maintaining, using, and, if need be, destroying support vehicles. They carry short to medium ranged weaponry and can equip anti-vehicle rocket launchers, plasma cutters, or Detpacks/Timebombs.(similar to the Engineer and Heavy Weapons Classes in Battlefront 2)
Example of starting skins for a new player (using BF3-esque classes):
- Assault Class: Stormtrooper, Clone Trooper, B1 Battle Droid, Rebel Trooper
- Support Class: Dark Trooper, ARC/Heavy Trooper, B2 Super Battle Droid, Wookie Warrior
- Marksman Class: Scout Trooper, ARF Trooper, Droid Assassin (Clone Wars series), Rebel Marksman
- Engineer Class: Imperial Marine, Clone Tank Trooper/Clone pilot, Droid Engineer, Rebel Vanguard
Quote from: Delta_62 on January 04, 2012, 05:29:57 AM
I have three recommendations for how I think it should go (in order from best/most feasible idea to best/least feasible idea):
- USE THE CLONE WARS SERIES: As weird as this sounds, I wouldn't mind having a SW Clone Wars Series storyline (except without the Jedi...). It would be even better if we got to see it from the point of view of all of the major clone characters (Rex, Cody, etc) and experience the battles alongside them, or with them in your commlink. This seems like the most feasible route to take for Spark Utd. and LucasArts because the VA's are readily available. The player can be one of Captain Rex's or Cmdr. Cody's Lieutenants/Sergeants and takes orders from them on the field, alongside them in a fight (similar to Capt. Price/Soap in CODMW series), or through the comms (like in Battlefront 2 with Sev's voice). The player would participate in major battles in the series (as well as covert ones that merge with other parts of the episodes) and would learn the basic mechanics of the game through the SP.
- THE REBEL CAMPAIGN: Why not expand on the storyline left by scenes in The Force Unleashed? We know that SPOILER: The Apprentice plays a pivotal part in the story END SPOILER. You could play a Rebel Vanguard/Commando tasked with sabotage/covert missions to cripple the Empire's grasp. As we find out in the movies and the game, the Rebel Alliance is a fledging one, to the point where some commanders don't take them seriously. Your character will strike fear into the hearts of even the hardest of Stormtroopers. The campaign could span from the beginning to major battles such as Hoth and end with the final battle for the Endor Base. You'll meet various major characters such as Han Solo, Chewbacca, Leia, and Luke as you fight with them and for them to victory! This has the advantage of being a true sequel to the SP in Battlefront 2, due to the fact that the SP in that game was based on the life of a clone, ending with the attack on the Hoth Base.
- WHY NOT ALL OF THE FACTIONS?: I thought that maybe having the SP be in separate episodes from all four points of view could be another valid idea for SP in the game. Why not do something similar to StarCraft II and introduce an episode system that would take the SP from every point of view. You don't even have to make separate SP games like what StarCraft does. All one has to do is make missions for each faction. I would like it if there was a solid story for each, but knowing the size of Spark Utd., it could be problematic to use this approach, although I would offer Kudos to them if they did. This approach is only for those devs that can really write four separate storylines for each faction.
- Adding a Fleet Commander - One suggestion is to utilize the "Commander" option from Battlefield 2. Whoever wants to can become the commander of each team (through voting or by being the only one who volunteers). The commander would be stationed in the capital ship and has access to the map of the ground battle as well. They are responsible for coordinating both the ground and space battle, while also supporting the troops using resources from the Capital Ship and the Frigates/Troop Transports. If one is not picked, the resources can still be used, but it will not be as theoretically centralized and efficient as having a Player-controlled Fleet Commander.
- Make players want to be Fleet Commander - For players looking at Battlefront 3 as a team game, this will enhance the experience and also be a huge advantage for Clans and players who want extra frontline support. Players will also have an incentive for becoming Commanders: Commanders are a pseudo-class. Although not a traditional class like the Assault Class, a commander can level up through experience. As they level up, a commander can unlock better class weaponry and equipment options on the ship. Possibilities include better blasters, reduced cooldown times for Orbital Stikes and other support roles, the ability to temporarily control the recon droid for combat uses, upgraded defending support AI, automated sentry drones etc. In short, an experienced commander could be a pain in the butt for boarding parties.
- Make the Capital Ships Valuable and Vulnerable - The commander will have options to support the team on the ground by providing orbital strikes (information that can be provided by the Marksman classes that have Orbital Strike designators). They can also provide support vehicles or defending support AI (such as null-ARC Troopers/Republic Commandos (Republic), Droidekas (CIS), Phase III Dark Troopers (Empire), and SpecForce HWS Gunners (Rebels)). This will be especially useful for the team that does not have many spawnpoints and thus, does not have access to said vehicles or reinforcements. The commander can also provide temporary LADAR sweeps of the entire map or temporary recon droid sweeps of small portions of the map. The commander would also have to defend the ship from invading forces and also keep the ship from being destroyed. The player would do that by defending and repairing major portions of the ship (i.e. shield generators/hyperdrive/engines/life support systems for ship health, heavy cannons for orbital strikes, Comm Tower/Bridge for LADAR sweeps, etc.), which is ideal for engineers who would earn points for defending and repairing. This would function as a Tower Defense game for the Commander and anyone in the ship.
- Re-purpose the frigates into something Starfighters will care about - Frigates should have a usefulness to them that makes players want to defend them. I will do this by having the frigates become troop transports. Troop Transports provide assistance by giving the Commander the option of deploying defending supporting AI and additional support vehicles. Defending Support AI are basically heavy hitting reinforcements deployed in open sky areas to literally defend an area. Once they are assigned an area, they will defend it to the last soldier or will get air lifted after the time is up (after which, the Commander can reassign another AI-team). They can be useful in defending Command Posts or ambushing choke points in the map. Due to their importance and the importance of additional support vehicles, Starfighters would feel the need to defend these Troop Transports so that the Commander can provide needed assistance on the ground. Bombers also have the option of taking out Troop Transports to temporarily cripple the Commander's ability to supply ground forces. Commanders have the option call in new Troop Transports, but at the cost of having to wait a period of time for the transports to get there, as well as a long cooldown period, should the second group of Troop Transports get destroyed.
- Have the ground battle help the space battle as well. - Using this system, Capital Ships become a primary target, due to the fact that the team without any fire support would be at a great disadvantage. This makes Starfighters and Surface-to-Space Ordinance (SSOs) more valuable for the fight. Starfighters both in space and planet side would have to defend against any attacking force to support the troops on the ground while SSOs can significantly weaken the shields of and destroy both Capital Ships and Frigates/Troop Transports. This suddenly makes the ground battle equally as important as the space battle. The Commander would be busy trying to locate and destroy the SSOs and possibly the shield generator for said SSOs. However, they may also take advantage of the option of using the SSOs against enemy ships as well, making the capture of Command Posts more important than ever. SSOs would be neutral bases when the battle starts.
- Have a gameplay mechanic that makes capturing a spawnpoint unlock the heroes. - This can open up possibilities for gameplay. By having a AI hero be an incentive for capturing spawn points, this can make for intense firefights between factions. They will be available for a limited time and then will run off of the battle after that time limit (or until "killed").
- Make them available for Attack/Defend games. - Both attackers and defenders can have an incentive for attacking or defending. I suggest utilizing the Battlefield Bad Company 2 way by destroying objects of interest (similar to destroying the Shield Generator on Hoth in Battlefront 2). Let's use Hoth as an example. Have the Empire have objectives (such as destroying shield generator, ion cannon, other frontline defenses) while the Rebels are tasked with holding the line. As objectives get destroyed, the Rebel line is pushed back. This is where the Hero comes into play. They help to eliminate any defenders in the newly acquired territory upon the destruction of the objectives in the area. As a twist, the Rebels can call in a hero of their own to push the line back if the Empire fails to gain any territory (either by losing tickets or failing to capture/destroy something in time.
8] Create Ground Battle Games that encourage even more teamwork - Will elaborate later.[insert long explanation of game-type suggestions here]
9) Build upon the Galactic Conquest System - I enjoyed the Galactic Conquest System from Battlefront 2, but I had major problems with it: namely, that it was too easy and simplistic. Here are some ways that it can be improved upon.
- You can "liberate" a planet, but lose the fleet - Using the gameplay mechanics I outlined in Point 5, I believe that the Galactic Conquest mode would make gameplay more interesting and strategic. Every Space + Ground Battle will have two objectives: invade the planet and do not lose the invasion fleet. If the opposing force manages to destroy the fleet, it still does not guarantee a failure or success. Success in the invasion would depend on the objectives that are needed to defeat the defenders (eliminate tickets, take command posts, destroy objectives, steal files, etc). It would be a secondary objective (and a very important objective) to defend the fleet. If the fleet is destroyed, but the planet is taken, the planet would be yours but you will need to build a fleet to replace the one lost. (Will elaborate in a later time)
- Vary the objectives required to win a Ship-to-Ship space battle - One of the biggest mistakes made about Battlefront 2 was the fact that the Ship-to-Ship Space Battles were too cookie-cutter for my tastes. The original Battlefront space battles always required the same objective: gather enough points before the other team does. I would like a variation similar to the SP Space Battles n Battlefront 3 (like breaking through a line of frigates and Capital Ships in Yavin 4, etc). Each side will have a different objective that they will have to do in order to defeat the other team. The attacking team would be given an objective that they would need to complete in order to disable or destroy the Capital Ship. This will be a timed even and the defending fleet's objective is to defend their ship from getting too much damage. Once the time is up, the defending fleet will be given time to counter-attack in order to disable or destroy the ship. If the attacking fleet's capital ship is destroyed, disabled (important functions such as engines or life-support are not functional), or damaged significantly more than the defending fleet, the defending fleet will be given a chance to "escape" at the cost of losing the territory they recently held. If the defending fleet is destroyed (by destroying their capital ship) without much damage to the attacking fleet, the defending fleet will no longer appear on the map and the attacking fleet would then control the territory. If the defending fleet destroys the attacking fleet's capital ship, the attacking fleet disappears on the "battle map" and the defending fleet will keep their territory. If both fleets are destroyed (both capital ships have been eliminated), both fleets are lost and the territory will become "uncontested" or neutral. (Will elaborate at a later time)
- Have capital ships function as ships as well - Using the Commander function mentioned in Point 5, Capital Ships should also have a Commander to co-ordinate attacks in space as well. By giving a player a chance to control the ship (by way of using battery fire or torpedoes to hit the enemy fleet), he could also help to make the Captial Ships a more menacing force in the space-to-space fights. (Will elaborate at a later time)
- Vary the objectives needed to win an invasion - (Will elaborate at a later time)
1) Melee would be nice - Adding a melee system that can also be upgraded (through experience, of course) can also be a great addition for people. For example, a Clone Assault class can upgrade their melee, if leveled up enough, to the retracting vibroblade made famous by Republic Commandos.
2) Improved AI
3) DO NOT design your code so that CIS Droids can accept Bacta....I understand not allowing the Fusion Cutter to be a defibrillator, but I would love it if you gave them oil...or something...it's minor, I know.
4) ADS (Aiming Down the Sights) seems like a more familiar thing this day and age and I'm hoping that this game can be updated for current players. I'm curious with how the devs will approach FPS ADS.
5) No pressure...seriously, I hope people reading this don't feel intimidated by this forum poster, or by any poster. I am a fan, and I love this game so much.
Will put more later....