The EA Star Wars games have been fun, though there are
problems with how they play. To me, it doesn’t feel like Battlefront. It feels
like a Plants vs Zombies: Garden Warfare clone in a Star Wars skin. Funny, when
you think Battlefront was a Battlefield reskin, but at least that actually
worked.
The thing I most dislike about the Garden Warfare feel is
how the secondary weapons and abilities are handled. Rather than just offer a
simple fix for it, I’ll be giving it a bit of a full change from how the entire
system is handled in Battlefront 2. In fact, I’ll be using Battlefront 2 as a
base to build all these ideas from.
Star cards are currently bound to the shoulder buttons,
with one or both being pressed to activate an equipped weapon or ability. The
main weapon is separate from the cards, being on the shoulder triggers, with
the right to fire and left to focus aim. With Battlefront 2, every unit has
three weapons or abilities as a basic loadout, but star cards can be used to
change or upgrade it.
With the system I propose, the loadout is still visible
on the HUD, but you’d cycle through them using the left shoulder button and use
them with the left trigger. The main weapon would remain on the right trigger,
but the focus aim/zoom toggle would be placed on the right stick button – with
the melee attack being placed on the right shoulder button. As seen in the
image below, the HUD would also have the health and stamina bars visible at all
times.
With customising the loadout, you’d still only have three
cards to work with, but as well as upgrading the three basic options, there
would be a few extra things they allow. One of which would allow the use of a
melee weapon instead of attacking by using the main weapon as a club. With a
melee weapon card active, the melee attack button becomes a main weapon toggle
so you can swap between gun and close-quarters weapon, with the melee weapons
offering a higher damage output than the gun-club.
Other additional cards would improve health, capture
speed, and stamina. Additional health is a simple one and one already within
the game. Capture speed would be useful to decrease the time waiting while
hacking into a system or while within a capture point. Stamina would increase
run speed and shorten the time between combat rolls. The cards would not be
upgradable, but can be stacked to increase the effects.
Special units would fit under the same system. Aerial
troopers would see a bit of a difference to how they handle. Currently, two of
their loadout slots are occupied by jetpack commands. Jetpack Boost and Jetpack
Dash. Whereas other troopers would have a jump and a combat roll, an aerial trooper
would instead have the boost and dash replacing those actions.
The boost also wouldn’t be just a high jump with no
control, but a full control of where you go – at least until the fuel ran out.
The same would apply with dash except with horizontal movement. This scheme
would also be in use for heroes with a jetpack such as Boba Fett. A hero would
have more fuel than a regular trooper, but both would have a card to increase
the amount they can use before a recharge.
Lightsaber heroes already have a melee weapon as their
main, with the right trigger being to attack. A more powerful attack would be
on the right shoulder button, and all lightsaber heroes would be able to block
attacks by using the right stick button. The cards for lightsaber heroes
include Force attacks. Each lightsaber hero would have two Force powers and a
temporary buff within their loadout, with the cards allowing those abilities to
be swapped to more powerful and hero-specific ones.
As for vehicles and starfighters, the three default
loadout slots would all include active buffs. These buffs would be changeable
through the cards, with more powerful but temporary buffs able to be equipped.
Each vehicle and starfighter has two weapons available to use. A main weapon on
the right trigger that fires quickly and recharges quickly, and a slower, more
powerful weapon on the right shoulder button that takes longer to recharge
after just a few shots.
After units comes getting into matches, and the first
thing is deployment. And here’s the major addition – command posts. To all
modes. You’d select which command post you wanted to spawn at which would then
bring up the unit selection screen. The four basic units would be available at
all CPs, with the special units being CP specific.
Units will appear in the menu based on how many of that
unit a command post holds. While more than one hero can appear on a CP, only
one can be active from it. Battle points are gone, so anyone can grab any
special unit at any time. Heroes are locked behind a timer to begin with, so
they won’t instantly be able to wreak havoc at the start of a match.
The image above shows a concept of the spawn screen,
where the map is visible showing the active command posts. The one in green is
the one currently selected. Beneath the map are the units available – with special
units represented as dots. Each colour is a different unit, with the heroes represented
by the same colour. And the right shows the image of the currently selected
unit.
There should also be a shake-up in the way players get
into modes. Server lists would be the most preferable, but they’d only be one
part of it. Giving players the choice of maps, rules, modes – even individual
units available for use – would all fit within the custom playlists option.
Each mode would still have its own playlist selectable from the online tab,
with the events option allowing DICE themselves to get in on the custom
playlists without disrupting the mode playlists.
With those ideas for the gameplay systems, the ideas now
turn to modes. This will be a larger post, talking about the return of Galactic
Assault, Heroes vs Villains, and bringing in conquest. There’ll also be a mode
of my invention called Planetary Warfare, which is going to be two different
sizes of the same concept. That post will be coming after Celebration.
Equipping Ideas to EA's Battlefront - Part 1 / Part 2
Equipping Ideas to EA's Battlefront - Part 1 / Part 2
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