Hi! Bit of an intro before I paste the contents of a text document I prepared last week. I've played all the Battlefront titles, not just 1, 2 and the lame EA one, but the PSP titles developed by Rebellion. In my eyes the EA release was an affront to what the series should be, and in response to that I wrote the large-ish slab of text you'll see soon-ish. Main reason I'm mentioning my Battlefront experience is so that this doesn't come across as "this lame bastard has no idea what he's talking about, he has no credibility" and this is true only in the sense that I don't know the practical elements of game design. I do know what I like, and I know what I've seen in games recently, so I've got a kind of okay idea of what's realistic. My ideas listed below certainly border on what can be done, but I always think about my game ideas in a ridiculous scope. If people care about this I might chuck some other ones out there because it'd be awesome to see people show an interest, or hell maybe even decide to try and realize one of them.
Large block of text hither:
How I'd do a Battlefront.
-Backdrop of multiplayer component has players going on "Tours", wherein a ship is selected based on player preference of planet.
-Ship is either Imperial or Rebel, potentially a third "Slaver" option for Free For All gametype wherein each player is forced to
fight to the death, wearing neither Imperial nor Rebel colors. While matchmaking progresses players in "Slaver" have the option of
"vote for uprising", which would turn into an escape from the slaver ship/s where the first vote caster is given freedom first,
and can choose to free other players for a points bonus or get out alone, which would likely result in death given NPC hostility.
Co-operation would be encouraged, but there would be no formally designated teams, so if players felt like killing each other they
could, this allows this mode to be diverse, open and player-driven.
-Once player selects their ship they're shown a list of other players/npcs aboard and their character classes. Player selects their
class based on available slots.
-Optional command structure available, allowing players to opt into deciding on playing an "officer", which would designate them as
a high value target, but also give them an efficient overview of player statistics for those under their command. Can assign optional
objectives or form battleplans, which would manifest as paths and iconography on the HUD. This would be an optional overlay on the
end user's side, to prevent players from being annoyed by objectives they don't care about.
-Officers are able to provide promotions to players either from the command deck (between game menu/matchmaking purgatory), or mid-battle.
Promotions allow players to request support or ordnance, which would be delivered by other players or NPCs based presence in each engagement, limits per match.
Also allow access to certain cosmetic options, such as rank-based insignia. Will be a filtering process server-side to ensure that a player
can't recieve certain ranks if they have a K/D Ratio implying undeserving performance.
-Medals provided to certain players at the end of each match and each tour based on performance in certain areas, players who excel often will be offered special
class options on the battlefield (special operations will be decided by quality of gameplay over a series of games, specops players will gain access to special tours)
-Each tour will consist of a certain number of matches, wherein a match will take place on a planet. Each ship can contain enough players to take on multiple matches per
planet concurrently. For example if multiple points of interest are present on a world, players can opt to select the match which they prefer, and performance across
all engagements can have an influence on a "final push" attack. If each initial match has the same winner then they are granted extra tickets or a bonus decided by the officer
and by a vote.
-Players who consistently perform above average will be placed in levelled games, unless they opt in to be "field officers", who act as mentors or guidance to less experienced
players. If a field officer consistently outperforms all other players in a game by a certain margin a vote will be called to decide if they are guilty of poor conduct, in the event
of this they will be stripped of Officer rank and automatically pushed into levelled games. A warning of this will be issued prior to opting into field officer rank to ensure fairness.
-Difference between standard high-achievers and spec-ops will be decided based on officer suggestion and performance in levelled matches, if a high achiever earns x commendations they
will be offered spec-ops privileges, granting them cosmetic options different from those of an officer-promoted special operative.
-Spec-ops missions will take on a more objective oriented or High Priority approach than standard matches, special operatives will be granted access to warp-equipped ships available in-tour,
so that if they so choose they can take on a spec-ops mission in place of a standard match, assuming one is available.
-Spec Ops missions are high priority and high risk, so not only will players be against foes of equal level, there will be a danger from elite NPC foes such as Jedi or Sith.
-Space Battles will be present. During the "Disable Orbital Defenses" (DOD) gametype, which will be the initial match on many planets (unless players on both teams vote to skip this) players can
fight on the ground, in the air or in orbit. They will choose spawn points on land or onboard their flag ship. Players can orbitally drop from space via escape pods, which can also be
jettisoned by hostiles assuming they get aboard and to the correct control panels.
-It will not be possible to win at a DOD match without disabling the enemy's command ship. Disabling of the command ship will result in either its explosion and any surviving hostile players making
a last stand on the ground, where the ship may crash (pieces of the ship will end up on the ground when the ship is disabled regardless of how peacefully disability is achieved).
Once their ship is disabled the players' tickets will be reduced to a number equal to 3x the number of escape pods that have made it to ground (in the event of ship destruction escape pods
auto-eject, so assuming that pods weren't jettisoned by the enemy team there will be a chance of victory still). If the stranded team still has tickets at the end of the game a new command ship will
be called in with reinforcements. This will allow players on this tour to continue in successive matches on the same planet, and allow new players to come in also.
-Heroes will be handled differently. They will be present in select tours and matches based on where they take place, they will initially be in-game as NPCs until someone kills them, then the highest
performing player at that time on whichever team the hero is on will be granted the option to switch to playing as them, this will not kill their own character, who will switch to being NPC controlled.
NPC controlled player characters will not have their stats recorded, but it isn't fair to kill someone who hasn't been killed.
Duration of hero lifespan when player controlled will be the same as if they were a normal player, however they will score no points from killing standard players, they will gain points by defending
teamates from the enemy team, and will gain more points by defending against the enemy hero. Each time a hero kills the other that player will be granted a special commendation, one which grants special
cosmetic items. These will be difficult to acquire and also have some significance (a player who kills someone like Luke Skywalker or Darth Vader x times will be granted their lightsaber and an emblem
for their character. The lightsaber will be non-functional and simply serve as a trophy, multiple trophies will be wearable at the same time).
-In spec-ops players will not be able to control heroes, and in instances where heroes are present they will often be leading the mission or providing the objectives.
-While onboard ships waiting for tours to progress or for matches to start players can opt to mess around aboard the ship or on the ground (based on where they were prior). Combat stats during this time will
be recorded differently, so if an enemy is also messing around and decides to come to your area you can kill them for "defence" stats, these will be recorded as "times defended" or "enemies killed defending",
there will be commendations associated with this.
-Players not even on tours will be able to mess around on their faction's main base. There will be no hostiles here except for in rare events. This will be the main and most immersive place for players to
customize their player character. This can also be done on-board ships, but cosmetic changes will be more basic, and unlocking new loadout options will depend on the presence of a high level quartermaster.
-Quartermasters are players who play with a wide variety of weapons, and if a player upgrades their loadout while one is aboard the same ship the quartermaster is granted progress towards better weapons and
armour, the quartermastery stat will be one of multiple responsible for upgrading, so players can't just farm the experience of others for better gear.
-Cosmetic/player customization will be limited in terms of what can be done, to avoid losing immersion, but it will be flexible and allow a fair bit of personalization still.
Players will create their character for each faction at the beginning of the game, this will entail facial features, species and race. Racial limitations will be present based on faction.
-Armor will be able to have marking placed based on number of kills, can have custom grime to an extent. Officers will be able to report players who excessively personalize (no dicks on armor).
-Spec ops player will have access to special over-all paintjobs for their armor, officers will have special decals available which designate rank, while an officer is playing AS an officer they
will be required to have this rank visible on their armor.
-Available epochs for play: Galactic Civil War/early New Republic. First Order vs New Republic. Trade War as a potential expansion or DLC.
-Singleplayer mode. Offers similar functionality as multiplayer but with NPCs in place of players. Split into Skirmish, Playlist and Campaign modes.
Campaign can be played to give the multiplayer character more story, single-player character from Campaign can be taken over to Multiplayer and this will make narrative sense.
Campaign starts off with character on their homeworld, they volunteer for either the Rebellion or the Imperial Army. Can switch sides later on if desired. Singleplayer serves as
a three-act tutorial. First act gets player acquainted with ground combat over the course of two tours, following either Vader and the Emperor or Han and the Rebels, occurs over the
course of the original trilogy, jumping from the Battle of Yavin to the Battle of Hoth and then the Battle of Endor. This makes up the first tour. The second tour will be a space battle
on Naboo followed by a space battle over Akiva, jumping to battle over Jakku. After the battle over Jakku time will fast-forward to a few months before Force Awakens, playing as First Order or
Resistance, based on player choice. If they choose to be First Order their character will be brainwashed (this option will only be available to appropriate races) and become a stormtrooper,
a training mission/tutorial will occur and based on performance on this mission the player will be given their starting rank for multiplayer, then the player will participate in a Simulation
mission wherein they are sent to Coruscant to kidnap Princess Leia and gain intel on Luke Skywalker's whereabouts. Simulation will consist of a space battle followed by an urban incursion.
Player will operate with a small team and travel through the streets of Coruscant, there will be a heavy civilian presence with Alliance and thugs mixed in. Player will have to recognize armed combatants
and will be given multiplayer rank based on accuracy neutralizing targets, so killing innocents is discouraged and penalized. Upon completion of this mission the player will be given the option to import their
single-player character to multiplayer, or convert their character stats to multiplayer taking on a new appearance. Single-multiplayer conversions will be entitled to cosmetic items and commendations based on
singleplayer achievements (no collateral damage, tour medals etc).
Large block of text hither:
How I'd do a Battlefront.
-Backdrop of multiplayer component has players going on "Tours", wherein a ship is selected based on player preference of planet.
-Ship is either Imperial or Rebel, potentially a third "Slaver" option for Free For All gametype wherein each player is forced to
fight to the death, wearing neither Imperial nor Rebel colors. While matchmaking progresses players in "Slaver" have the option of
"vote for uprising", which would turn into an escape from the slaver ship/s where the first vote caster is given freedom first,
and can choose to free other players for a points bonus or get out alone, which would likely result in death given NPC hostility.
Co-operation would be encouraged, but there would be no formally designated teams, so if players felt like killing each other they
could, this allows this mode to be diverse, open and player-driven.
-Once player selects their ship they're shown a list of other players/npcs aboard and their character classes. Player selects their
class based on available slots.
-Optional command structure available, allowing players to opt into deciding on playing an "officer", which would designate them as
a high value target, but also give them an efficient overview of player statistics for those under their command. Can assign optional
objectives or form battleplans, which would manifest as paths and iconography on the HUD. This would be an optional overlay on the
end user's side, to prevent players from being annoyed by objectives they don't care about.
-Officers are able to provide promotions to players either from the command deck (between game menu/matchmaking purgatory), or mid-battle.
Promotions allow players to request support or ordnance, which would be delivered by other players or NPCs based presence in each engagement, limits per match.
Also allow access to certain cosmetic options, such as rank-based insignia. Will be a filtering process server-side to ensure that a player
can't recieve certain ranks if they have a K/D Ratio implying undeserving performance.
-Medals provided to certain players at the end of each match and each tour based on performance in certain areas, players who excel often will be offered special
class options on the battlefield (special operations will be decided by quality of gameplay over a series of games, specops players will gain access to special tours)
-Each tour will consist of a certain number of matches, wherein a match will take place on a planet. Each ship can contain enough players to take on multiple matches per
planet concurrently. For example if multiple points of interest are present on a world, players can opt to select the match which they prefer, and performance across
all engagements can have an influence on a "final push" attack. If each initial match has the same winner then they are granted extra tickets or a bonus decided by the officer
and by a vote.
-Players who consistently perform above average will be placed in levelled games, unless they opt in to be "field officers", who act as mentors or guidance to less experienced
players. If a field officer consistently outperforms all other players in a game by a certain margin a vote will be called to decide if they are guilty of poor conduct, in the event
of this they will be stripped of Officer rank and automatically pushed into levelled games. A warning of this will be issued prior to opting into field officer rank to ensure fairness.
-Difference between standard high-achievers and spec-ops will be decided based on officer suggestion and performance in levelled matches, if a high achiever earns x commendations they
will be offered spec-ops privileges, granting them cosmetic options different from those of an officer-promoted special operative.
-Spec-ops missions will take on a more objective oriented or High Priority approach than standard matches, special operatives will be granted access to warp-equipped ships available in-tour,
so that if they so choose they can take on a spec-ops mission in place of a standard match, assuming one is available.
-Spec Ops missions are high priority and high risk, so not only will players be against foes of equal level, there will be a danger from elite NPC foes such as Jedi or Sith.
-Space Battles will be present. During the "Disable Orbital Defenses" (DOD) gametype, which will be the initial match on many planets (unless players on both teams vote to skip this) players can
fight on the ground, in the air or in orbit. They will choose spawn points on land or onboard their flag ship. Players can orbitally drop from space via escape pods, which can also be
jettisoned by hostiles assuming they get aboard and to the correct control panels.
-It will not be possible to win at a DOD match without disabling the enemy's command ship. Disabling of the command ship will result in either its explosion and any surviving hostile players making
a last stand on the ground, where the ship may crash (pieces of the ship will end up on the ground when the ship is disabled regardless of how peacefully disability is achieved).
Once their ship is disabled the players' tickets will be reduced to a number equal to 3x the number of escape pods that have made it to ground (in the event of ship destruction escape pods
auto-eject, so assuming that pods weren't jettisoned by the enemy team there will be a chance of victory still). If the stranded team still has tickets at the end of the game a new command ship will
be called in with reinforcements. This will allow players on this tour to continue in successive matches on the same planet, and allow new players to come in also.
-Heroes will be handled differently. They will be present in select tours and matches based on where they take place, they will initially be in-game as NPCs until someone kills them, then the highest
performing player at that time on whichever team the hero is on will be granted the option to switch to playing as them, this will not kill their own character, who will switch to being NPC controlled.
NPC controlled player characters will not have their stats recorded, but it isn't fair to kill someone who hasn't been killed.
Duration of hero lifespan when player controlled will be the same as if they were a normal player, however they will score no points from killing standard players, they will gain points by defending
teamates from the enemy team, and will gain more points by defending against the enemy hero. Each time a hero kills the other that player will be granted a special commendation, one which grants special
cosmetic items. These will be difficult to acquire and also have some significance (a player who kills someone like Luke Skywalker or Darth Vader x times will be granted their lightsaber and an emblem
for their character. The lightsaber will be non-functional and simply serve as a trophy, multiple trophies will be wearable at the same time).
-In spec-ops players will not be able to control heroes, and in instances where heroes are present they will often be leading the mission or providing the objectives.
-While onboard ships waiting for tours to progress or for matches to start players can opt to mess around aboard the ship or on the ground (based on where they were prior). Combat stats during this time will
be recorded differently, so if an enemy is also messing around and decides to come to your area you can kill them for "defence" stats, these will be recorded as "times defended" or "enemies killed defending",
there will be commendations associated with this.
-Players not even on tours will be able to mess around on their faction's main base. There will be no hostiles here except for in rare events. This will be the main and most immersive place for players to
customize their player character. This can also be done on-board ships, but cosmetic changes will be more basic, and unlocking new loadout options will depend on the presence of a high level quartermaster.
-Quartermasters are players who play with a wide variety of weapons, and if a player upgrades their loadout while one is aboard the same ship the quartermaster is granted progress towards better weapons and
armour, the quartermastery stat will be one of multiple responsible for upgrading, so players can't just farm the experience of others for better gear.
-Cosmetic/player customization will be limited in terms of what can be done, to avoid losing immersion, but it will be flexible and allow a fair bit of personalization still.
Players will create their character for each faction at the beginning of the game, this will entail facial features, species and race. Racial limitations will be present based on faction.
-Armor will be able to have marking placed based on number of kills, can have custom grime to an extent. Officers will be able to report players who excessively personalize (no dicks on armor).
-Spec ops player will have access to special over-all paintjobs for their armor, officers will have special decals available which designate rank, while an officer is playing AS an officer they
will be required to have this rank visible on their armor.
-Available epochs for play: Galactic Civil War/early New Republic. First Order vs New Republic. Trade War as a potential expansion or DLC.
-Singleplayer mode. Offers similar functionality as multiplayer but with NPCs in place of players. Split into Skirmish, Playlist and Campaign modes.
Campaign can be played to give the multiplayer character more story, single-player character from Campaign can be taken over to Multiplayer and this will make narrative sense.
Campaign starts off with character on their homeworld, they volunteer for either the Rebellion or the Imperial Army. Can switch sides later on if desired. Singleplayer serves as
a three-act tutorial. First act gets player acquainted with ground combat over the course of two tours, following either Vader and the Emperor or Han and the Rebels, occurs over the
course of the original trilogy, jumping from the Battle of Yavin to the Battle of Hoth and then the Battle of Endor. This makes up the first tour. The second tour will be a space battle
on Naboo followed by a space battle over Akiva, jumping to battle over Jakku. After the battle over Jakku time will fast-forward to a few months before Force Awakens, playing as First Order or
Resistance, based on player choice. If they choose to be First Order their character will be brainwashed (this option will only be available to appropriate races) and become a stormtrooper,
a training mission/tutorial will occur and based on performance on this mission the player will be given their starting rank for multiplayer, then the player will participate in a Simulation
mission wherein they are sent to Coruscant to kidnap Princess Leia and gain intel on Luke Skywalker's whereabouts. Simulation will consist of a space battle followed by an urban incursion.
Player will operate with a small team and travel through the streets of Coruscant, there will be a heavy civilian presence with Alliance and thugs mixed in. Player will have to recognize armed combatants
and will be given multiplayer rank based on accuracy neutralizing targets, so killing innocents is discouraged and penalized. Upon completion of this mission the player will be given the option to import their
single-player character to multiplayer, or convert their character stats to multiplayer taking on a new appearance. Single-multiplayer conversions will be entitled to cosmetic items and commendations based on
singleplayer achievements (no collateral damage, tour medals etc).