Star Wars Battlefront III - Ideas & Concepts
Posted: Sun Mar 04, 2012 4:56 pm
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
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