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Star Wars Battlefront III - Ideas & Concepts

Posted: Sun Mar 04, 2012 4:56 pm
by Inquisitor
I hope whoever is making the Battlefront-Sequel for Lucasarts takes care of the fanbase/community and reads these suggestions.

IDEAS AND CONCEPTS FOR BATTLEFRONT III (?) v1.0

AI Improvements 1.0
1.) First off, programm the AI using the environment.
For example think of yourself starting a match. In SWBF II, the AI just kept walking forward to the enemy and was taken out. If you implement an artificial intelligence that, e.g., walks towards a door, covers itself behind the doorframe, asks the surrounding units to watch his back, other AIs join him and support him, one of them breaks the door and says something like “move!” “Secure area” or “Gogogo!”... This would lead to the ability to dive much deeper into the scenario the game tries to build up.
Or think about AI that runs to an ally which has been shot down, doges towards him, and asks for a medic (like in Episode 3 on Utapau)…
Those are only two possibilities of how great it would be to see units actually react to something other than grenades or enemies. This would also open up great new tactical gameplay options as you team up with the AI (that was kind of useless - not to say dumb ;) - in the past Battlefront titles) to reach mission goals; it would also significantly improve the squad/community-feeling of an army that operates on an galactic scale.

2.) DONT LET THE A.I. LOOK AT THE PLAYER ALL THE TIME LIKE THEY DID IN PREVIOUS INSTALLATIONS.

3.) Make a priority-destinations-list for the AI that they know on which point of the map they have to put pressure on. When the faction for example lost 20 supply at one location, they go back to an area secured by some barriers (also natural ones like trees or choke point) easy to defend, then trying to capture other enemy-controlled commando posts using the same schema.

4.) AI should really use their brains.
The SWBF II A.I. could only survive by walking in a zombie-esque mode: move left, right, left, right, […], so you as a player had to re-aim every second while trying to kill the unit. Let them take cover, let them throw smoke-grenades while retreating, or running straight forward to kill you by a melee attack.
5.) [?]


Animations 1.0

1.) Use a ragdoll-system combined with death-animations to create a believable gaming-environment. For example, if units get affected by explosions, they fly away shaking their arms and smashing against obstacles (and loose health). But when for example a clone trooper takes a shot in his belly, he leans over like he’s sick, touches the point of impact, falls on his knees and then hits the ground, followed by the above-mentioned ragdoll-system.

2.) Make moving into cover a smooth animation. Maybe you even could sort of “copy” or improve the great cover-system used by Splinter Cell – Conviction.

3.) We want to see facial expression. In SWBF II, the units looked like their faces were written in stone. We want to see when the talk, scream, cry, blink, are surprised, feel pain.

More to follow after school's work is done in april.^^
-Inquisitor

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Wed Mar 07, 2012 9:06 pm
by NarpCCGaming
These are great ideas! Ai definiatly need improvement from previous titles. Another thing that i wanted to mention is shooting from cover. The ability to crouch behind a barrier or a barrel and shoot you gun above the barrier would be awesome! To make it fair for the enemy you would have to increase bloom since you can't really see where your shooting. I think that vehicle controls could be improved a lot. Flying was a bit too clunky and awkward. Implementing the Halo: Reach kind of flight would be awesome. Halo absolutly nailed the controls on the Falcon to make it feel natural and yet like a true helicopter. These are my ideas!

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Thu Mar 08, 2012 2:08 am
by Kelevra
We want to see facial expression. In SWBF II, the units looked like their faces were written in stone. We want to see when the talk, scream, cry, blink, are surprised, feel pain.
]While having characters actually blink or move their lips when they talk would be neat, having a massive set of animations for emotions and whatnot isn't really needed. Especially when almost every character is either wearing a helmet/mask or is a robot, and most of the gameplay will consist of you staring at the back of their head, or through their eyes.
To make it fair for the enemy you would have to increase bloom since you can't really see where your shooting.
You've got to be kidding me. So, to make the game challenging the player should be blinded by unnecessary video effects?

I'd rather not involve any sort of cover mechanics. At the absolute most, they could implement 'lean' buttons, but even that's leaning too far towards the 'realism' junk we're seeing in games today.

It isn't exactly hard to dodge the highly-visible, slow-moving projectiles in Battlefront. Or most other Star Wars games for that matter.

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Thu Mar 08, 2012 11:42 am
by Terrabyte20xx
I'm with Kelevra, especially the cover system. I'm sorry, but for a game like battlefront, the closest I need to a cover system is crouching. It worked just fine for me, and I've had quite a few really cool fire fights because of it.

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Thu Mar 08, 2012 4:26 pm
by Inquisitor
Crouching may suit well for FPS like the great shooter RAGE, but it doesn't fit to the 3rd person Star Wars experience.
I think the new game should plant a more strategic thinking into people's minds while playing.
While I absolutely loved Battlefront II, SWBF III also ought evolve from having only "who can pull the trigger first?" situations.
After seven years, you cannot demand a game to stay the exact same - but you have to accept that time didn't stand still all those years.

-Inquisitor

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Thu Mar 08, 2012 4:37 pm
by Scott
Covering means much slower battles, the obsolescence of several units, weakening of several vehicles and defence that becomes too easy.

I can't trying to take a command post if every point was covered on foot unless you vastly outnumbered them (online anyway).

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Thu Mar 08, 2012 4:57 pm
by Inquisitor
Scott wrote:Covering means much slower battles, the obsolescence of several units, weakening of several vehicles and defence that becomes too easy.
Taking cover isn't metonymic with becoming invincible.
Having destructible cover would avoid the points you put up... and some part of your character's body should always be seen, regardless if you're in cover or not. Killing someone taking cover should also add more points to your experience-bank.
And when taking cover behind something too massive to be destroyed easily, you should have some disadvantages like some camera movements while the obstacle covering you is riddled with bullets, so you can't aim correctly.

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Tue Mar 13, 2012 5:37 am
by Wannahelp1
I like this a lot! With the perhaps we could have Assault units or engineers bring in weapons so you could mount them and turn the place into a battlefield. The barrier gunners can be shot off however...And for the expression, the clones and Stormtroopers are wearing masks, the droids are droids; only the rebels could have expression, although I do like the voice thing. Great ideas...Would it be illegal if we started to make Star Wars BattleFront 3?

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Wed Mar 14, 2012 1:02 am
by Kelevra
Creating a game using a licensed property like Star Wars is only illegal if you intend to sell it. That said, I would prefer to let the people that actually know what they're doing (in a manner of speaking) build the game, instead of a bunch of crazy people with their heads in the clouds.

Re: Star Wars Battlefront III - Ideas & Concepts

Posted: Wed Mar 14, 2012 11:20 am
by Terrabyte20xx
Kelevra wrote:Creating a game using a licensed property like Star Wars is only illegal if you intend to sell it. That said, I would prefer to let the people that actually know what they're doing (in a manner of speaking) build the game, instead of a bunch of crazy people with their heads in the clouds.
Yeah.

The Idea is cool, but when you get down to it, any real game devs. would do a WAY better job then we could.