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Thread: Star Wars Battlefront III Speculation [TDE]



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Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 16, 2007 8:59 AM   in response to: All to easy in response to: All to easy
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Now there is some aggravation on the fact of rapid
fire blaster turrets so maybe we could have a turret
that fires small, short but rapid blaster fire and
like the blaster rifles us the spray thing after a
short time.

Fire rate: 100 shots every 10 seconds.


A rapid-fire turret doesnt need to fire too fast.. but 10/shots per seconds is a good fire rate for point-defense. I think that fast-firing guns like the fighter use could easily be mounted on fast-tracking turrets as point-defense..

Otherwise i like the rest, but frigates are too fragile.
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 16, 2007 8:55 AM   in response to: All to easy in response to: All to easy
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Damage: to follow below;
interceptors (50% at least)
fighters (25% at least)
bombers (15% at least)
transports (5% at least)
frigates (1& or less depending on type)
capital ships (Very little damage not worth saying)
range 2000
overheat rate in time: 5 - seconds

Good, but IMO Transports are overrated, they should have marginaly better armor than bombers. In BF2 they could eat up unbelievable ammount of damage.. the only effective way of destroying them quickly that i found was using a bomber bombs at point-blank. Overkill.
Transoports should have 15-20% more armor than bombers.

Next is the beam turrets (i know everyone hates them

i saw them as pure anti-capital ship weapons, slow to fire, highly damaging, but the turret isnt made to track fast targets. The frigate should be able to survive a lot more than 4 fully-charged shots.. maybe 20 or so. Less than that and its too easy IMO.
But i kinda agree that they dont "fit" in the SW universe.. Its the role of turbo lasers turrets to be used as an anti-capital ship weapon.. maybe use quad-barreled turbolaser turrets?
All to easy

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Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 16, 2007 7:09 AM   in response to: All to easy in response to: All to easy
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and finally missile turrets; these would fire a missile with a purple trail following and it can twist and turn as it fly's,

Fire rate: 5 shots every 10 seconds.
Damage: to follow below;
interceptors (100% at least per hit)
fighters (80% at least per hit)
bombers (40% at least per hit)
transports (10% at least per hit)
frigates (2& for every 20 hits depending on type)
capital ships (very little)
reload in time: 5 seconds

Secondary attack basically the same but fires all five after lock on with a longer reload time.
All to easy

Posts: 286
Registered: 08/26/05
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 16, 2007 7:05 AM   in response to: All to easy in response to: All to easy
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Now there is some aggravation on the fact of rapid fire blaster turrets so maybe we could have a turret that fires small, short but rapid blaster fire and like the blaster rifles us the spray thing after a short time.

Fire rate: 100 shots every 10 seconds.
Damage: to follow below;
interceptors (20% at least per hit)
fighters (10% at least per hit)
bombers (5% at least per hit)
transports (1% at least per hit)
frigates (1& for every 20 hits depending on type)
capital ships (very little)
overheat in time: 5 seconds

Turrets that fire the shells across mainly for attacking the capital ships and by chance hitting a normal fighter (like in episode 3, for the clone wars only)

Fire rate: one shot every 10 seconds.
Damage: to follow below;
interceptors (100% at least)
fighters (100% at least)
bombers (100% at least)
transports (100% at least)
frigates (40& or more depending on type)
capital ships (5% or less)
reload after every time: 10 seconds due to reloading of shells

Heavy turrets like in BF2 with more firing per time compared to the one above due to less damage, (for the galactic civil war only)

Fire rate: one beam every 5 seconds.
Damage: to follow below;
interceptors (100% at least)
fighters (100% at least)
bombers (100% at least)
transports (100% at least)
frigates (30& or less depending on type)
capital ships (3% or less)
overheat in time: 5 seconds
All to easy

Posts: 286
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Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 16, 2007 6:58 AM   in response to: Twad in response to: Twad
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For turrets in space; (the primary is the normal attack like firing a rifle and the secondary is the same as throwing a detonator (i.e. they are the same buttons) figures are related to BF2 damage.

Partical cannon;

Two firing modes;

Primary: will fire one shot after another (like the auto turrets on BF2)
Fire rate: one shot every 0.5 - 1 second.
Damage: to follow below;
interceptors (50% at least)
fighters (25% at least)
bombers (15% at least)
transports (5% at least)
frigates (1& or less depending on type)
capital ships (Very little damage not worth saying)
range 2000
overheat rate in time: 5 - seconds

secondary: will fire two shots at the same time (similar to the turrets on Episode 3 the game or the deathstar trench on episode 4)

Fire rate: two shots every 1.5 - 2 seconds.
Damage: to follow below;
interceptors (100% at least)
fighters (75% at least)
bombers (35% at least)
transports (10% at least)
frigates (3& or less depending on type)
capital ships (Very little damage about 0.5% or less)
range 3000
overheat rate in time: 10 seconds.

Next is the beam turrets (i know everyone hates them but we need them for a little variety and my surgesstion may make them a little better)

Fire rate: one shot every 3 seconds (hold down to charge like the hoth dish turret to increase range and size)
Damage: to follow below;
interceptors (100% at least, fully charged 100%)
fighters (90% at least, fully charged 100%)
bombers (40% at least, fully charged 100%)
transports (15% at least, fully charged 100%)
frigates (5& or less depending on type, fully charged 25%)
capital ships (1% damage or so when fully charged but near to nothing when not charged)
range 5,000 as normal, fully charged 10,000
overheat rate in time: 3 seconds at normal and 5 seconds when charged
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 15, 2007 7:41 PM   in response to: Twad in response to: Twad
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Another thing.
In SW BF2, all maps had fixed starting sides for teams, no matter who was on the defense/offense. Example: Kassyyhk
Im a Rebel, attacking the Imperial-owned Kasshyk.. but when the battle starts.. im on the defender side.. why?
I think, that maybe it was because that wookies are the "good guys" and would not help the iMperials.. but it kinda kill the whole purpuse of wanting to be on the right side of the battle.
Its why i think that there should be some sort of "neutral friendly critter" for each team/planet. So that each team that are supposed to have such support can start in the right location depending if they are attacking/defending with said support.

and for that; Add militia

What i mean about milicia, is that they could be some "normal" soldiers of an army (the Stormtroopers are the "elite" but the empire also got regular soldiers that can be sent to battle, they got inferior equipment and training)
Another kind of militia could be some planetary civilians/security force that support the owner of the planet where it is fitting; gungans and Wookies dont support the defense of the CIS and Empire, so they are replaced here by the militia when the Empire is defending.

For the CIS the "militia" could be in the form of older, inferior droids. (like a basic battle droid, with unupgraded armor and AI) The CIS send them in so they can do thier job and soak up damage in place of the better, more recent droids. Also to just get rid of old stuff.
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 15, 2007 6:40 PM   in response to: All to easy in response to: All to easy
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! What would you think about the
inside of capital ships, like; size, rooms, hangers,
defences, manual turrets etc.

..
Manual targetting of turrets.. i think there sould be some sort of reticle that point where you should shoot to hit the ennemy ship, because the turret you are controling have the support form an AIcomputer and a whole bunch of sensor data to help it make its shots hit the target..
And i think also that this would not be "overpowered" (if there is any doubt) because you can only do so much when the ennemy is smart enough to make evasive moves to shake your aiming. And a single turret in a massive, empty battlefield isnt going to win a war.

And.. this makes the protection of sensors and turret-computer that much more important, because these are the reason why the turrets are effective. Lose the sensors and the assisted targetting become less "efficient", lose the computer and you lose all automated/assisted targetting.
This loss of accuracy shows when the turrets are trying to shoot fast and nimble targets, but i dont see why it could influence much of the targetting of a capital ship (unless it is far away) because its hard to miss a target of this size.
But they will have trouble hitting specific target (subsystems) on the capital ship.
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 15, 2007 6:12 PM   in response to: MasterLuke46 in response to: MasterLuke46
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I think that bombers should be in land battles. If
the opposing team has bombers, then the other team
should have anti-air turrets, like in Eaw.

I agree. I liked to use bombers in BF 1, and some maps in BF2 are just screaming to have bombers flying around.

Maps should be bigger to make them effective, and bombers should have a "bomb landing reticle" that point the spot where the bomb will fall when you will drop it.
Maybe two players could control the bombers; one pilot and one bombardier. Cooperation between the two = effective bombing run. The bomber should have a way of telling the pilot where he want him to fly to, so he can bomb it.
If the bomber is a single seater.. maybe some sort of manipulation of the camera angle allows the pilot to see both where is he is going and where the bombing reticle is...

And for AA-Turrets.. i dont think they are needed;
Rocket launchers could do the job.
Land vehicles could do the job.
Lot and effective focus fire from infantry blasters could do it.. or even small turrets like the ones in hoth or kamino.

Other flying vehicles (if there are any) could do it too.. but i think that sometimes the bomber should fly without fear of interception in some maps..
Twad

Posts: 102
Registered: 03/11/07
Re: Topic: Forum Feedback- Star Wars Battlefront III requested..........
Posted: Mar 15, 2007 6:04 PM   in response to: Twad in response to: Twad
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-Integrated battles. I want a space battle and at

(continued)

Integrated battles.. i did think about that for some time.
But not the way i think you see them;

When there is a space battle: The defending fleet receives some free reinforements in the form of a extra corvette or a sqadron of fighters, the fighter respawn outside the map and make their way inside, and reapear after destruction. It represent planetary support.

..both fleets duke it out for orbital superiority. The aggresor, if he wins, get to give support fire to the ground battle that follows (that support may be turned off in the options.. if the players want) in the form of occasionals orbital airstikes (controled by the player? Random bomb/blasters shots in the ennemy territory?) and some rarer smaller capital ships such as Frig and Corvettes (or even fighters and gunships!) that fly over the battlefield, shooting the ennemy with thier guns, then go away. The bigger ones dont stay here too long (maybe ~15 secs?).

I also wish to see/feel that there is a bigger battle going on around our "active battlefield" such as background aniamtions of gunshots, explosions, dense black smoke rinsing to the skies, flying capital ships and fighters. A bit like the battle of geonosis in BF2, but more vibrant and active.

--And even maybe some random "radio chatter" that comes from the other divisions fighting ousite of the map, not loud, but noticeable.
Twad

Posts: 102
Registered: 03/11/07
Re: Topic: Forum Feedback- Star Wars Battlefront III requested..........
Posted: Mar 15, 2007 6:01 PM   in response to: ImperialTK921 in response to: ImperialTK921
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-Destructible enviroments: When I call in an orbital
strike I want to see some damage.
-Huge battles: I want like 400-500 troops on screen.
Those are the battles I want when I think
Battlefront.
-Integrated battles. I want a space battle and at the
same time a ground battle. This would be awesome to
be on the groung on Endor and to hop into a fighter
and fly up into space.

Those are really the only ones I've got that haven't
already been said.


I did think about them, and so i completely agree with you that those would be cool.

Destructable environment was a feature of some very old game that i own, so i beleive the technology today can handle environemental damage... i really wish there would be more impact craters, broken fortifications, or corpses (at least one per player) and ruined tanks lying around in the battlefield (and space battle). They stay there indefenetively until they receive a tad more damage where they break up and vanish. So destroyed hardware stays on the battlefield, and serves as a temporary cover for soldiers.
In space battle the only remains should be those of corvettes and frigates, they dont disapear unless a lot of damage is sent thier way where they will also break and vanish.

Bigger armies is a must, i tried SW BF2 on PC with maximum soldiers (a LOT) and ... i wasnt impressed at all, the PC (a very powerfull one) coudnt handle it.
Big armies should number in the 80~100 +friendly neutralsAI. Bigger than that and going to the frontline is nearly impossible, and vehicles with splash damage rules.
MasterLuke46

Posts: 77
Registered: 03/04/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 15, 2007 5:43 PM   in response to: Twad in response to: Twad
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I think that bombers should be in land battles. If the opposing team has bombers, then the other team should have anti-air turrets, like in Eaw.
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 15, 2007 5:28 PM   in response to: All to easy in response to: All to easy
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inside of capital ships, like; size, rooms, hangers,
defences, manual turrets etc.

Thanks a lot. Im kinda good at "having ideas".
To answer your questions;
I definiverly want bigger capital ship interiors, whit more that 5 rooms, all subsystems that are outside the ship should have an access to repair them from the inside. (Note about repairs from outside; this would be cool but i believe that they would take too much time to get to and you will be exposed to heavy enemy fire.. not effective and to easy for an ennemy to blow up your work.)
Repairs made from within should not be interupted by outside fire, but interupted if the engineer stops or is killed himself. Repaired subsystems.. should have half the HP and be vulnerable to outside fire again... OR weaker (~25% hp) but destroyable from inside only.

I imagine the ship bridge as accesible from inside with the use of a elevator. When the bridge is destroyed, a secondary bridge must be activated a few level below the original one accesible with the same lift.

The hangar is fine, but need more doors connecting to it. Right now a intelligent defense crew can hold the hangar very easily. Fighter and dropships should be able to shoot while inside the hangar, but said hangar have small automated Anti-Ship blaster cannons in the ceiling to prevent this. A coordinated boarding team can destroy these turrets with relative ease.
Genral Skywalker

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Re: Topic: Forum Feedback- Star Wars Battlefront III requested..........
Posted: Mar 15, 2007 4:30 PM   in response to: ImperialTK921 in response to: ImperialTK921
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I like your idea imperial. However, instead of being on land and hopping into a fighter and flying up to space how about when you respawn you know how it shows your command posts that you have a choice of spawning to...well you can make it so half is land and the other half is space so you can spawn in a hangar you know? Any thoughts or suggestions?
ImperialTK921

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Re: Topic: Forum Feedback- Star Wars Battlefront III requested..........
Posted: Mar 15, 2007 7:53 AM   in response to: adventfear in response to: adventfear
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My hopes/dreams/ideas for BFIII:

It's obviously going to be on nextgen consoles (360, PS3, Wii)so:

-Destructible enviroments: When I call in an orbital strike I want to see some damage.
-Huge battles: I want like 400-500 troops on screen. Those are the battles I want when I think Battlefront.
-Integrated battles. I want a space battle and at the same time a ground battle. This would be awesome to be on the groung on Endor and to hop into a fighter and fly up into space.

Those are really the only ones I've got that haven't already been said.

All to easy

Posts: 286
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Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 15, 2007 2:40 AM   in response to: Twad in response to: Twad
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EAW is empire at war, Twad, Those ideas are fantastic i really like them and as i said before i would like to see the game with your ideas for the space especically, if you have more space ideas them please post them there great! What would you think about the inside of capital ships, like; size, rooms, hangers, defences, manual turrets etc.
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 14, 2007 7:48 PM   in response to: Shadow Leader 0 in response to: Shadow Leader 0
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in EAW there was the Corellian Corvette and the
Corellian Gunship (which is annoying), well anyway in
the game all they did was take out fighters, the
frigates where more of an medium/heavy ship so a
firgate owned the corvette/gunship, unless there was
like 5 gunships against 1 frigate.

The only cruisers I have seen so far come from EAW
and they fired long range missles.

Your ideas of space fighting and the ships got me
thinking.


Thanks. Uh.. what is EAW?
Your description of frig/corvette role is pretty much the same thing i had in mind. Corvettes are very good VS fighters (firepower + durability) and have a hard time VS anything heavier. That is why i suggested that they would fit the role of formation defense.
Frigates are a jack-of-all-trade.
Cruiser is the heavy artillery, not as mobile, but got awesome firepower.

And you talking about missiles got me thinking too.. I would like to see .. maybe 2 kind of missile lauchers in space battle (on ships such as frig, cruiser and corvettes)

One that shoots a single weak, very fast and very mobile missiles that are geared against fighters and ~corvettes.. only a few launchers one any ship (say corvette got 1-2, frig 4, cruiser 6)
And another one that shoot big missiles, in trios, Moderate power, little maniability and good speed. Geared VS Heavy ships. Frig got 3-4, Cruiser got 8. When they all hit = good damage.
Missiles leave a visible trail behind them, and can be shot down with anything.. its just hard. Maybe the missile moves in a small "evasive" zig zag pattern when they are getting close of their target.
Shadow Leader 0

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Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 14, 2007 6:05 PM   in response to: Twad in response to: Twad
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in EAW there was the Corellian Corvette and the Corellian Gunship (which is annoying), well anyway in the game all they did was take out fighters, the frigates where more of an medium/heavy ship so a firgate owned the corvette/gunship, unless there was like 5 gunships against 1 frigate.

The only cruisers I have seen so far come from EAW and they fired long range missles.

Your ideas of space fighting and the ships got me thinking.
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 14, 2007 6:45 AM   in response to: All to easy in response to: All to easy
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While im at it, im gonna add another idea..
Yes, again about space battle.

I dont know about the .."cannon" SW Universe concerning space warfare, i think there should be an additional class of AI-controled warships in space battles.

Right now we have fighters, frigates, and capital ships. There is a missing link.
There should be "corvettes" to fill the gap between fighter and frigate. The scale between the two is too great.

The corvette role, or gunship.. would be formation defense. They could stick around the main capital ships, flying around at at good speed, engaging ennemy frigates shyly and fighters agressively, while trying to avoid the ennemy capital ship. They allow the heavier ships to concentrate on the other heavy ships, rather than wasting firepower on fighters.

The Cruiser role is like a heavy tank. Shoots other tanks (frigates and cruisers), then shoot the small game (corvettes and fighters) when it got nothing better to do.

And in the game these is already a corvette-sized shiping; the corelian corvette would fit that class like a glove. Its a great deal smaller than any other frigate in BF2..
example of a rebel fleet; The Mon calamari Cruiser, Two "escort frigate" or "Medium transport" for frigates, and three or four corelian corvettes.

The other teams must have their equivalents in term of frig/corvettes to even the odds.
Twad

Posts: 102
Registered: 03/11/07
Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 14, 2007 6:21 AM   in response to: All to easy in response to: All to easy
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Twad - Great ideas that is exactly want i want in the
game ... brilliant i hope they look at your ideas and
do them

can i ask one thing the proximity sensors is that the
sensor relay in BF2 or is it something different?

Thank you, i hope so too ;), and about the proximity sensors/sensor relay, i checked a bit, and i think the relay is actually the communication realy, and the only sensors are the proximity sensors.
So i just made a little mistake, but i think its still clear.
And about my ideas.. i thought about them because they add to the credibility (IMHO) of the game, where everything is here for a reason and serve a usefull purpose, while keeping to the SW "flavor" and adding to the strategic possibilities for the gameplay.

All to easy

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Re: Star Wars Battlefront III Speculation [TDE]
Posted: Mar 14, 2007 5:49 AM   in response to: All to easy in response to: All to easy
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The previous thread was just put in sorry :(

Twad - Great ideas that is exactly want i want in the game ... brilliant i hope they look at your ideas and do them

can i ask one thing the proximity sensors is that the sensor relay in BF2 or is it something different?
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