Re: Battle Front at war

by launcher111
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Battle Front at war

[ Edited ]
★★★★★ Novice

Using Star Wars Cannon to make a MMO Strategy game. With the goal of an unending game. It would encapsulate everything star wars.

 

The game would start around the end of Solo, politically and technologically. You have rebels, you have Empire but also know that some Cis are still out there. 

 

The game would have an Empire at war map, and each sector has its own sector map. With moons, planets, asteroid fields and even some space monsters.

 

The economy exists to serve upgrades and customizations. The economy needs to remain simple. All ships buildings and land vehicles use generic parts from factories. Standard upgrades require more generic parts. Custom upgrades require sector custom crates, each sector has unique crates, which allow for upgrades tied to that sector. 

 

Sector crates are rewarded for tasks to assist the sector, killing pirates, upgrading buildings and defenses. Pirates also have crates which are valuable, these crates are the most expensive in the game.

 

Mining expeditions are setup on planets, they require a mining ship owned by the planet and players contribute ships for a period of time. Generally a few hours until the mining ships are full. And a share of the take goes to the player, a take goes to the mining fleet to upgrade it, the rest goes to the planet. 90% should be a standard alloy, 8 to 9% should be hyperfuel, and 1 to 2% kyber crystals. A base level mining fleet has 1k cargo, your take is 10%. Requiring one corvette. The corvette will encounter 2-5 enemy fighters. As a mining fleet grows, it will hire out more escorts per trip, and also the amount of pirates attacking the fleet grows. The income also increases, while the percentage drops.

 

A crate is a standardized unit of measurement.

 

Creation of outposts, citys and asteroid mines. You go to a planet, if enough resources are present can form a new city, mine or outpost. If a mine, requires a mining fleet, takes a few hours and a mine is established, which has a trade outpost on it. New citys and outposts is far simpler, requiring a few hours to begin.

 

Heros do exsist, they command a planet, Fleet or army. They are traded with extensively. They build strength and when large enough will attack an enemy sector. 

 

Ships are traded and sold, along with troops, vehicles and anything in game. No caps will exsist. An interesting reason exsist behind allowing the sale of anything.   Big players will exsist... Many games fail to integrate large and small players coexsisting.  When a new player upgrades a starter ship countless times with sector crates that are far away... Them ships become desirable. The idea being if a big player has a star destroyer, flying around with no escort ships... Its very vulnerable to fighter and bomber attack. The new player may recieve enough credits to buy 2 to 3 brand new stock ships of the same type. Likewise you can sell and buy ships off heros. 

 

I believe starting players out with a hammer head corvette, banking clan escort ship or imperial transport ship from star wars rebels. You receive 21 troops to man the ship and 21 marine/infantry. Able to carry 100 crates of cargo, and 100k starting credits. A starting ship should cost around 500k credits, where as star destroyers billions.

 

Ship upgrades would not be limited to equipment, the ship length, width and height can individually be upgraded. Can add weapon ports. Engines can be added. The construction cost is entirely in commodities, as well as upgrades.

 

Players can buy credits only.. No xp or commodities can be bought. They can take credits and buy anything from ships to vehicles to ground troops, even off other players. Buying an example a Hammer head corvette thats a deck taller, 4 weapon ports, double shields output, and 10% wider and longer. Raising the crew compliment to 63. With all the upgrades that ship is worth 1.5-2 million credits.. It took extensive time and effort, so when they sell this ship, they can easily expect 2-4 million credits, as a ship becomes more upgraded, its less likely to be sold. Which increases the price of ships that are upgraded being sold.

 

Having the star wars species is important, recruiting wookies to jawas to gungans. Which give advantages or disadvantages... Things like breathing under water, Hp, starting skills.

 

Everything in game is built, using parts from in game. Credits are the only thing a player can purchase with real money. It should be sensible.. Like 10 dollars equals 1 million credits. This doesnt buy a super advantage, and its effect arent a God mode. Excess credits help all players, increases items value, and planets ability to buy.

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Re: Battle Front at war

[ Edited ]
★★★★★ Novice

You can buy many ship types, an example is republic tech, you can find or salvage old tech. Mostly when down on your luck for 20-30k credits can buy old freighters. The tech is dated so will be around 80% as effective. Requiring upgrades to get it at a modern level of quality. 

 

Fighter squadrons become important, and can be heavily upgraded. An example a episode 4, x wing if upgraded can reach episode 8 levels. It comes down to a willingness to pay the bill and skill an xwing. A stock x wing may cost 50-75k credits, where as the episode 8, x wing may cost a couple million credits. 

 

Your squadron leaders are heros, in time can use the force, they progress from untrained recruits, to standard troops, to elite troops, to more bounty hunter level, to padawan type skills... And eventually beyond. These also can be sold to other players. The skills are diverse, and any hero can access any skill. They have a tech tree, recieving points in specific areas, if a captain of a ship, and that ship is regularly beaten on. They will acquire engineering and damage control tech points, which helps maintain the ship, speed up repairs, allow for ship upgrades involving armor and shield increases. They do some trading, they get trade skills, logistic skills and navigation skills. Allows for engine upgrades, ship size upgrades. The trade skill allows for better buy and sell prices. They will be able to learn more offensive and defensive tactics as well.

 

All players would be Cis, Rebel or Empire. They can be traders, smugglers but cant loot your own side. You can board enemy ships and take them as prizes, they must be disabled first. Also run the risk they repel the attack and take your ship.

 

The games Heros... They have specialties... And are not player controlled. The heros that are primarily space based, they travel from mine to planet consuming massive resources. Typically 50% of them resources going to a capital ship. Heros would receive credits based off a hero board, tracking 5 stats, the higher the board rank, the more money they receive, which incentives attacks upon that Hero. Heros will have bounties upon all they have... And as they rank up, the bounties grow. If they have a starter ship... Knocking them off may get you 1k credits... If top the board in a super star destroyer, may have a billion credits on the flag ship. Heros will never die, they hit the escape pods, if captured... Get ransomed. And they end up back at a home system. If they have no ships left or credits. They wait on a planet for a tick, they than get a corvette and start the rise back to power. Heros dont congregate, 1 per sector of the same side. The heros help regulate game speed, they wont attack multiple sectors in a day. Giving defenders time to regroup. Players will be able to fly with or against hero fleets.

 

The Empire Heros are obvious, The Emperor, Vader, Tarkin, Thrawn, Krennic, Oswalt, Piet, Veers.

 

The Rebels have Mothma, Yoda, Kenobi, Liah, Ackbar, Organa, Captain Antilles, Raddick.

 

Cis where devistated at this point, they had a super tactical droid, likely some mid level banking clan and trade federation franchises survived. Or a seperatist senator or 2.  Maybe get Boba Fett as a Hero or Bosk. Geonosis had battle droids still at this time also. Geonosis could be the capital. 

 

When you add in Cis it adds to the complexity. If one side is beaten on really bad, add incentives for the other 2 factions to fight each other. An example all the beaten side Heros wont attack, and enemy Heros attack the larger threats... Which isnt the beaten side. Obviously if Krennic has his Death Star at 90% built.., even if the empire is severely beaten... He would be a target for both enemy sides to destroy. Which obviously the death star would be more a city killer... The death star cost would be a trillion plus credits.. So obvioisly it wont be a month project.. It should take 6 months to a year to build. Krennic would be the stationary Hero that never moves in a well developed sector. 

 

Neutral sectors would be all over the place. They would be the site of battle fields, allow you to trade with them. To conquer a sector is a massive undertaking. It may easily take 10k troops and fleets of ships. A sector can and will have different factions owning planets and moons, its possible that all sides own a planet in a Sector. Which will be a highly militarized sector which most players would be mid level or higher. The risk of getting jumped by a hostile neighbor is real. These warzones however are gold for traders. If a player has 8 freighters and 4 small frigates... They can hire other players to protect them, a newb with 2 anti fighter corvettes are valuable. Considering them 8 freighters may contain 8k weapon parts, that could turn the tide in a sector battle. Obviously the trader took a risk, they may charge double the normal price. 8k weapon parts as an example could allow the construction of 2k x wings, or a 5% upgrade to a dozen turrets of a single MonCalamari cruiser.

 

Enemy listening posts would be deployed all over the galaxy, missions to resupply them and upgrade them would be a early mission. So what happens is these listening posts report enemy fleet activity. Report pirate activity, and the more upgraded, the more detailed the information.

 

An upgrade becomes more and more expensive, but can take many forms... An example a 500k credit corvette.   It has 2 weapon ports, they add 2 weapon ports it costs 200 alloy and 20 cpus for the weapon ports. Than 10 weapon parts 20 cpus and 100 alloy for the weapons. You upgrade the sensors for the weapons, increasing accuracy 5% requiring 20 sensor parts, and 40 cpus for all 4 weapons. They than want to upgrade the weapons damage to 10%... The first 5% cost 24 weapon parts, 44 cpus and 440 alloy. Next upgrade for the next 5% is 30 weapon parts, 48 Cpus, and 480 alloys. It took 200 damage every 3 seconds, to 440 damage. Costing 1,220 alloys, 64 weapon parts, 20 sensor parts, and 172 Cpus. Which the cost would be 300-500k credits. You would need 4 gunners as opposed to 2. Than you visit Hoth you kill a ton of pirates... You recieve 20 hoth crates and 20 pirate crates. You take the 20 hoth crates add a 5th weapon port, and make an ion cannon. Take the 20 pirate crates, and apply it to engine signature lowing. It makes the ship harder to scan for. The ion cannon at low levels disables missiles and occasionally a fighter and escape pods. As the cannon increases the chance increases of bigger targets.  A point occurs when the corvette gets reclassified as a medium Corvette. By this point the ship needs a major reactor upgrade,  most likely would do across the board upgrades. It would need a larger crew in short time going from 21 to 42 needed to pilot the ship all under the captains control, not 2 groups. This would allow for more engineers, which also means faster upgrade times. And upgrades that are small can be made under way, things like sensor, weapon, shield upgrades, hyper drive upgrades if not in hyper space. Each weapon port removes maximum cargo space by 10 each slot, also adds 50 hull points per slot. 

 

When you have a ship like this, you than do standard upgrades to increase the hull size, reactor with shields and armor. One nice trick is visit an outter rim planet, get 21 Jawas for your ship, they serve as engineers, using the other crew as gunners, bridge crew and marines. The Jawas have physical limitations. But as engineers prove excellent. Little training time, however if boarded... Will likely get over run easily. 

 

A ship can only be what it is... If you buy a nebulon B frigate... It will always be that, it may grow to cruiser size... Would be categorized as a super frigate... Or legendary frigate, once it hits medium, is an auto bounty on the ship 5% the value, it heavy frigate has a 10% bounty, at super frigate has a 15% bounty, at legendary a 20% bonus and at hero frigate a 25% value bounty.   A hero frigate would be around star destroyer size. Good ships would be targeted...  It stands to reason they have many custom advancements.  That make it extremly slippery and tricky. The great irony is it will kill many bounty hunters in large ships like stock cruisers or medium destroyers. Allowing it to grow larger and larger. Is a rank before stock, its retro... Its clone wars tech and ships, all seperatist ships are retro grade, obviously they have an easier time recruiting troops.

 

When a ship is destroyed, 0 to 20% is salvageable.... The lower the material, the more likely it survives, cargo in the cargo hold also has a higher chance. So odds are alloy and a few Cpus survive, with a chance of other parts.

 

The parts list....

 

Alloys its required for nearly everything, its the most common material.

 

Cpus, they are used for control panels, increased efficency.

 

Sensor parts

 

Weapon parts

 

Reactor parts

 

Hyper drive parts

 

Engine parts

 

Tractor beam parts

 

Shield generator parts

 

Life support parts

 

Hyper fuel

 

Kyber crystals

 

Than have infantry crates...

 

Weapon parts

 

Armor parts

 

Rocket pack parts

 

Engineering parts

 

Medic parts

 

Droid parts

 

Ammunition

 

The infantry parts are spread out over several troops. An example 1 crate of weapons gives 21 low end pistols. However, they can be upgraded, like a stun setting, requiring 2 crates of weapon parts for 21 pistol upgrades. Upgrade the thermal detonator slot, takes a create of weapon parts, like all weapons need reloads and will consume ammunition crates at a slow rate.

 

Its easy to say i want 100 stock hammer head corvettes, i dont need quality, and believe superior numbers will win the day. While instances can happen... That fleet can be out run, larger ships can one hit smaller ships. And with enough gun batteries... One ship like a star destroyer with a dozen batteries... Could destroy that entire fleet, in less than a minute. The star destroyers weapons have longer range... They could win without a hit on it. Obviously the ideal situation is you have about a dozen ships, with more small ships than large ships.

 

Also you can get armor bonuses, an example is Hoth crates when applied to Armor create a level of ion cannon protection plus 5% armor.  Mustafar crates protect from fire damage and as opposed to 5% armor upgrade, gives 10%, Bothan Crates give 10% stealth to armor, what that means is your ship reduces enemy sensors to see you by 10% meaning can get closer to them. Have Kamino regnerative armor, where adds a standard 5% to armor but a 50hp per minute regeneration of armor. So if your ships almost lost in an hour and a half armor is back to full. This shows the value of sector crates, they all are different, but can see how with a dozen more options picking armor would be intresting, also take into account the ability to buy the crates.

 

Take life support, Alderan would do double upgrades and low power consumption, where as Kamino (again) would do 5% upgrade to life support, but also release bacta, which regenerates 1hp per minute to all crew.

 

Edua and Jedha sectors are extremly important. Jedha for kyber crystals, and Edua for kyber weaponry. Kyber weapons have a far higher damage, but consume kyber crystals as ammo... And its, very expensive, they have a super slow reload, but when they hit... Its going to do major damage.

 

Mandalor and Kashyyyk will be sought after for infantry and infantry equipment.

 

Naboo and Scariff are major shield players.

 

Kessel and Corillia for hyper drives.

 

Mygheto, and Corrusant for reactors.

 

A decent amount of sectors have ship schematics for sale. As a member of Cis, Rebel or Empire you have access all they have from your group. However.... Have Naboo fighters, Correlian ships, republic ships, pirate ships, which you can make part of your fleet. So if your Rebels can unlock the Naboo fighter, you can then make and upgrade them. Also they may have topsecret tech, which as an example, Lothal's advanced tie Defender.

 

Fighters would be intresting, they can upgrade fast and realtively cheap, as a full squadron.. The price would be very high. An example you upgrade the lead fighter, so the leader always lives. You can mix fighter squadrons, you can have 12 x wings, 6 a wings and 3 y wings. Mixed squadrons complicate upgrades... Y wings slow down the squad, so instead of upgrading armor as you wanted, need to increase speed. Like wise might want to upgrade A wing weapons but need to upgrade the hyper drives so they keep up. So what happens is your upgrades become more based upon pairing them to other fighters.

 

You can preform multiple special upgrades per item. And an item can be extensively upgraded... Take weaponry... Rate of fire, damage, accuracy, range, power consumption, ammo consumption, add in special effects... Such as fire, em, corosive, explosive. Have 5 turret types, anti aircraft, rapid fire close in, long range, ion cannon and kyber weapon. Also have the Torpedo variants of anti air, close in and long range.

 

Starting Out 

 

You pick your side, name and Avatar. 

 

Than you pick your starting world.

 

You receive your ship, pick its name.

 

42 crew, give each squad/group a name, possibly pick uniforms. Name or appoint leaders.

 

You have a fully filled hyper drive, weapons fully loaded, 100k credits and a galaxy to explore.

 

The first thing is a simple mission, doing a mine ship protection mission. Its minimal risk, allows crew and ship experience to build. Allows you to keep some Hyper Fuel reserve, sell the kyber, and use the alloy. You would likely kill 2-3 pirate fighters, may receive a sector speciality crate, possibly a pirate crate. You sell them crates netting you 40-100k credits. You repair (likely some metal and a few minutes). Your gunners would have gained skill, navagation, armor and shields, also repairs... You would be able to do many small upgrades, or keep stashing credits. Since your marines did some repairs, you could buy an At St with skilled engineers to do repairs in battle.

 

Attacking a new sensor outpost with 21 battle droids in sector... It wouldnt be a difficult mission... The AT ST with 19 ground troops... The droids would be slaughtered... You take the spoils... Buy a few new storm troopers to replace loses. Likely get 2 sector crates which you sell off, and some alloy, CPUs and sensor parts. You net 40-100k credits again. (The reason for price variations deals with demand and the sectors bonuses, some sector bonuses while not garbage... Are no death star weapon... ) Another factor... Big in sector ships... If a super star destroyer pulls in to orbit, and is looking to buy 20k sector crates from the sector... Price goes up... Is a point when a player realizes that they wont be getting 20k Edua crates in one visit. Also understanding the Edua crates may cost 5-10 times more credits. So instead get some Mustafar fire Cannons, upgrade 2 cannons 10-12 times. Unlock the fire Burst cannon Upgrade. A Mustafar special weapons project for 1k crates. It allows 2 cannons long range fire to collide together making a fire storm at the collision point and for a few seconds a fire ball erupts, which destroys missiles, weak fighters. And is very intimidating..it requires high sensor upgrades on the guns, along with very high accuracy. With a minimum of level 10 Mustafar sector upgrades. Obvioisly a super star destroyers fire storm would be more impressive And larger than a corvettes, which there fire storm would be far smaller.

 

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Re: Battle Front at war

[ Edited ]
★★★★★ Novice

Starting off

 

You pick your side, starting planet.

 

You pick your leaders species, appearance and name. That becomes your avatar in game. They command your starting Ship.

 

If and when your leader dies... You take an existing officer or make a new one... Which have zero stats... Or buy one... To be your new head officer.

 

You have only 1 ship option a corvette.. Starting stats...

 

5000 armor

1000 shields

10k range sensors

1K speed per second

2 weapons 200 total damage, range 2500

60 second hyper drive activation

10,000 reactor output

2 decks

50 people life support can sustain on the ship

 

The resource cost

 

1000 alloy

100 cpu

10 weapon parts

10 engine parts

10 sensor parts

10 shield parts

10 life support parts

10 reactor parts

5 hyper drive parts

 

42 crew in 2 groups.

 

Group 1 is your leaders group. You have the leader, 2 gunners, 8 Engineers, 10 marines. As your ship grows, the marines become engineers and gunners, unless you make the group bigger (42). Picking the uniform

 

Group 2 is your 2nd in command, they can be dropped off, for ground attacks. They have no skills, they have a blaster...

 

You recieve 100k credits. A message/movie from your side and you arrive at the planet you picked.

 

Your ship is in that planets orbit.

 

The game starts

 

You can do whatever you wish... However a mining convoy escort would be ideal. It gets you a few low end fighter kills, a sector crate reward, maybe a pirate Crate, and a decent level of supplies. You sell the sector and pirate crate and make 50-100k credits. You repair your ship, and are able to gain more abilities. That mining mission allowed your leader and his people to gain skill, the mining mission would allow for low across the board upgrades.   

The skill upgrades are free. Your head officer likely gained a few points. Especially in engineering skills, the marines likely gained some engineering skills. Your gunners gained some skill, helping with accuracy. Is also a chance group 2 gained some engineering skills.

 

Another easy mission is attacking an enemy sensor array, when first established has 21 lowest level troops. With a reward of 2 sector crates to kill it. Using your corvette as a gun ship and the 21 infantry on your ship.. Winning the battle should prove easy, you also dismantle the sensor array and take the parts and alloys..you will need to buy more troops to replenish losses.  At this point should have 200-400k credits. Would have many skilled troops, and able to go in any direction you want. Whether navy or army. Have a well rounded start.

 

You might decide to make your ship 10% longer and wider, which would allow for more cargo, likely cost 200k about, upgrade life support a few times, and can buy another group, possibly make one exsisting group to 42.

 

When you have small targets, they aren't worth large players time. An example is would a large player deploy corvettes to planet mining ships? Or take them mining and have there own personal mining ship fill them?  The choice would be easy. Things like attacking sensor outposts... That are small, large sensor outposts in time can form.

 

Sensor outposts gain 100k credits a day, however they can be traded with if your faction. They also can turn into a city/base in time. They reward sector crates, an example on a new sensor array, 1 sector crate for 100 alloy the sensor array will ask for. The pathway is player influenced for upgrades, an example if weapon parts are sold, that base will start developing turrets.  One of these sensor outposts will allow for sector crates in exchange for commodities to be traded, a sensor outpost will only be able to offer up a sector crate for commodities 3 to 4 times per day. After a week city rules take over, and crates are rewarded only for upgrades. You can take all the needed materials for an upgrade with you to the sensor array, and would receive many sector crates. Many large players would like to see them grow....because they would go from 1 to 2 sector crates to dozens to hundreds for a large base/city as a reward. It also hurts the enemy, when they drop off 10-500k resources and have nothing but a few dozen crates to show for it.

 

Bases, citys and mines are square grids, the bigger the central building the more grids appear, the central building has a sensor array, but is also your sides military base. Depending on what is upgraded, and built obviously determines its abilities.  When attacking each grid thats occupied becomes a battlefront type map. You.can capture an enemy city.. Or level it... Capturing it requires a ground war, and killing every last enemy. When using bomber squadrons and walkers.... Not much is left... 

 

Citys

 

The primary building's

 

The center command building, the sensor array and loaded with troops.

 

A factory grid which can be for any one commodity.

 

A residential grid this takes care of your new recruits and workers for factories.

 

Have a reactor Grid

 

Have a shield Generator grid

 

Have a hangar/military base

 

Have a warehouse grid

 

All grids can be militarized. Add blast doors, turrets, ray shields, add troop barracks... They wont be defenseless..can have vehicles also. Other grids can send in reinforcements also.

 

Lets say is a 200 story residential building, its base is the size of the entire grid. It could have hundreds of troops in it. And dozens of turrets... Making it a orbital bombardment target... You might recieve 50-100 sector crates from a land victory, but only 5-10 from a bombardment. This building would probably cost 150-250 million credits, in commodities... So its a big deal, likely generating 800 troops a day, and 20 million credits income per day for that city. It literally can make a fleet a day.

 

Building are just like ships and ground equipment, sector crates can be used on them, depending on the planet or asteroid, life support may be mandatory, which increases cost.

 

A planetary buy screen exists, which converts cargo to credits, but the resources until sold, reside in that city, when upgrading the commodities need to reside in your cargo or the city. You lose the commodities and gain sector crates. The more upgrades a day, the lower the pay out. Meaning if you add a 201st floor on the residential building, it requires structural work all the way down. Your reward would be 21 sector crates... Lets say you work all day and get it 400 stories tall. You would only receive 21 sector crates per level, next day it would offer 41 crates for the 401st level.

 

Players won't be able to own buildings or city's.

 

Players can build sensor outposts, as a mission from a planet. All you need is 100 commodities required, and willing to give up your 2nd squad, to sneak into another system, and your reward is probably 5 sector crates if in an enemy sector, 3 in a neutral sector, 2 crates if in a friendly sector.  When a sensor outpost hits a week old... It can now be attacked by pirates. If it has allys in orbit, can repel attacks. If left to itself, it can be destroyed, especially if its had few to no visitors(map clearing of direlect structures). Killing in sector pirates reduces the risk. Your 2nd squad needs to clear a grid of hostile inhabitants. 

 

Factories consume resources, without them resoirces... They sit and do nothing if not stocked. Factories only build one item, but get huge, increasing production, but also consumption of resources. On the plus side if someone upgrades a building to high, simply upgrade more buildings and its back in balance.

 

The primary structure can deploy equipment, troops, landing craft, also fighters, turbo laser turrets, blast doors and mountains of defenses. City's can have defensive fleets.. Which often means buying and selling ships.  They also buy and build mining ships, its very important and lucrative for the city, it fills resource needs.

 

Sector crates are sold primarily to players for the highest price, however things happen and can sell them back to the planet for 20k credits. A planetary market exists, when you wish to sell something you put the amount and desired price. The offer is removed when your ships break orbit. With one decent warship or trade ship at the planet... It will sell... They take it 5-10 sectors away in bulk and may double the credits. But on a back water planet... Might take a long time, where as Kashyyyk the trade may take a minute on a Slow day. Option 2 sell them sector crates to a Hero.

 

Heros buy and sell all day, they also send out mine ships like planets, requiring an escort to guard them. Another way to help out new players, and heros. They help build up hero fleets... Its another way that new and small players efforts make a decent contribution.  So that lets say a small enemy fleet is trying to knock off a bunch of small players... A big player would see it as a great opportunity. The new players generate enormous resources, and start many citys, all of this helps larger players... When they can fly to a planet, and as an example buy the resources to make a destroyer. As opposed to flying the galaxy and barely able to make a frigate. It also helps with upgrades.

 

Planets, citys, mines and all bases have credits... Which also means they can run out of credits. They are designed to never take a loss. When trading.. They will always win... An example is alloy the planet can buy a crate for 80 credits and sell for 100 credits. An asteroid mine would buy a crate of alloy for 30 and sell for 45 credits. However if a large trader visits... And they sell everything, they may empty all the credits. The planet consumes the materials and will generate credits. Along with residential buildings will generate more credits, every hour a planet will have a production tick. Along with mine ships returning dropping off supplies. When a planet regularly has no credits, it can be fixed. It requires resedential building upgrades, which generates credits and troops to sell.   Along with upgrading mining fleets, which can buy ships with credits or receive ships for sector crates. They only buy trade ships for the mining fleet. 

 

The CIS 

 

They have retrograde tech, the banking clan corvette has 80% the cost and stats of the imperials and rebels. But its CIS they are more numbers based than quality based. They start with 200k credits, the leader is a species, rest are droids.  Droid parts help them upgrade the droids ability. The battle droids start out at 80% health... Weaponry is generic so is 100%.  

 

The separatists its known through the shows they survived, in crash sites, genosis... However the Cis super tactical droid survived the shut down order. Most likely would build more troops, get some CIS ships, prison break some surviving mid level trader guild members. Hide out a while, and they become a force again. They reactivate the Genosis assembly lines, and all the sudden there back. They reactivate some abandoned bases, find some mid level Cis leaders on the run still.  Creating a 3 way war is good for game mechanics, if in a 2 way war one side gets the upper hand... They can win the game... This is bad.... Means a restart? 

 

Starting bonuses should apply.... Lets say the empire has 40% the player base 38% the fleet, rebels at 42% the player base and 40% the games fleets... This means the Cis is getting ripped to pieces... They have 18% the player base and 22% the games fleet. Which is averaging 20%... A special starting bonus should kick in, when your side averages 25% or less new players should receive an extra 100k credits, and when 20% or lower they start with double the starting stats... So 2 corvettes and double the credits. When 15% they receive 3 times the starting package, when 10% they recieve 4 times the starting package, at 5% they receive a frigate and 4 times the starter package. 0% or less is not possible. Picking the losing side to play would give advantages at the start. Its unlikely any side falls below 20% but if it did... Incentives to be that side go way up. Along with bounties being canceled on ships at 20%, until they get back over 21% no bounty collection occurs on there ships. Even if killed the attacking ship gains nothing.

 

Even if a side lost all citys and trade ships... The heros would generate more ships, and can capture sensor outposts and enemy mines and city's. Can raid and destroy pirate bases, which have all the pieces to make ships. Can go to neutral planets and trade for parts and troops. They would in time rebuild, while they are beaten in the ground, no bounties would apply to that sides fleet. If a side has 40% average player base and fleet value... The bounties on there ships double, at 45% triple... At 50% quadruple... And so on. 

 

Gaps exist in the fleets that can be easily fixed. Some new ships likely need to be made, especially CIS.  Using the ships from star wars Rebels would help. Ideally each side would have 1 or more ships per class, and non combat in each class.... Freighters, miners and the rest is straight forward... Naturally i had some ideas on this...

 

Corvette class

 

Hammer head, Rebel

Corillian, Rebel

Banking clan, CIS

Transport, Empire

Tartan cruiser, Empire

 

Frigate

 

Nebulon B, Rebel

Victory 2, Empire

 

Destroyer

 

Victory star Destroyer, Empire

 

Cruiser

 

MonCalamari, Rebel

Trade Federation, CIS

Cruiser, Empire

 

Sub Carrier

 

Satos Carrier, Rebel

Droid command ship, CIS

 

Battle Cruiser

 

Admirial Radisk Flag ship

 

Battle Carrier

 

Home one, Rebel

Star Destroyer, Empire

 

Carrier

 

Battle ship

 

Dreadnaught

 

Dreadnaught, first order/Empire

 

Super Battle ship

 

Super star destroyer, Empire

 

Super ship

 

Death Star, Empire

 

I would like to see things like a MonCalamari Super ship, and frigate variant. Nebulon carrier varations. Hammer head battle ship.

 

Cis needs a ton of work. Trade federation need Atleast 5 more ships, 3 to 4 banking clan ships.

 

The Empire needs carrier class ships and a few more thrown in.

 

You would have sector based special ships. 

 

A Mandalorian Frigate

A Kashyyyk Corvette

A Naboo Sub Carrier

A Nalhutta Cruiser

A Ryloth Battleship

A Bespin Destroyer

A Sullest Dreadnaught

A Kamino Super Battle ship

A Scariff Frigate

A Utahpau Corvette

A Mustafar Battle Carrier

A Degobah Corvette

A Tatooine Destroyer

A Rhen Var Cruiser

A Mygheto Carrier

A Bothan Destroyer

A Lothal Super Ship

A Jedha Super Battle Ship

A Hosnian Super Ship

A Hoth Frigate

A Jakku Corvette

A Fleuscia Dreadnaught

A Malistar Carrier

A Endor Super Ship

A Corillian Dreadnaught

A Mon Calamari Super Ship

Yavin, Geonosis, and Corusant Super Ships

 

Ships would be reflective of the Sector they come from. Bothans would have stealthy ships, Hoth would have ion cannon based ships. 

Message 3 of 6 (906 Views)

Re: Battle Front at war

You've got that thought out pretty well, @launcher111! Nice idea for a Star Wars Game!

 

I would just want to note that this is probably a bit big to implement in the current SWBFII, but maybe in the future, we will get something like this. Sound amazing to me!

 

Message 4 of 6 (883 Views)

Re: Battle Front at war

[ Edited ]
★★★★★ Novice

If for example each sector has a server. And hyper space travel is the load screen between servers and sectors... Make a nice hyper space video to play... And have a functional loading screen.

 

Ive played tons of MMO's... And the games that last have a formula... The understanding that if someone is late to the game, lets say 6 months to a year late. In most games you get farmed, its a steep up hill climb. Than deal with special event bonuses, your not able to go back and get. The deck is stacked against new players. A games ability to survive comes from keeping players they have, and attracting new players. When the word gets out, that a game might be good, but will get your teeth kicked in daily... Well where is the fun in that... When big players have no incentives to keep little players around, it also hurts the game. Along with the facebook Model of just give us money and you can win... The God mode button... It turns people off to games...

 

Never under estimate gamer loyalty, when a MMO is made, it can last for decades. And some have already. Star wars on its own has a loyal base of fans.   A game like i mentioned above.. It can create a long term loyalty and cash cow... By not using gimmicks, and win buttons. While the people throwing out money is a quick term profit... The long term becomes a disaster which kills the game. The handful throwing out a grand a month... The developers become beholden to them, and eventually are so powerful go on auto pilot mode. Where they no longer need to spend money to auto win... Or the developers raise the level again, offering even more powerful weapons.. Which makes the problem worse, scaring off any new players and gets low level players and eventually mid level so disgusted they leave. With no one to beat on the money bags vanish... And left with no player base, the games dead..when you add in the economy, and building everything with generic pieces, carving out low level jobs that are important, but not worth high level players time... It creates a stable pyramid structure, where instead of being a problem, newbs are seen in a positive helpful light, furthering bigger players needs.

 

Above is a game with no balancing.... Players will balance on there own ships. You wont need to do new content for new action... Sure add more planets and things. But the core concept is playing starwars in all aspects. This game also takes nonfighters into account... Some people just arent into fighting... This game allows for traders, it allows for economics to play a role. You could make alliances and stick to a few sectors. The sector bonuses ensure long range trade, something most games just cant get to happen.

 

Cross platform compatibility.... If Ea can devise a way to allow xbox, PlayStation, Computer and cell phones all able to access the same game, as in same servers.... Where all devices play the same game.... Winner.... Take Cell phones... They wont have the graphics... However strip out the extras, lower the graphics... The reason for this is lets say you have a PS4... When on vacation, at work, and a million other things... Unless you bring it with you... Your not going to access the game for a long period of time... When you log into the game by phone, obviously not ideal, however gives you the opportunity to possibly do some trading... When you get home use the PS4 and can better play, while using the same account. 

 

When everything is lost for a player

 

If a player loses there ship.... Lose all there troops... What happens is a players credits are held digitally.   

 

If a player has credits they can buy a new ship, if they have 400-500k credits on hand... And they can go back on there way...

 

If the players credits cant buy a corvette... They can buy a ghost/Melenium Falcon... They are extremly weak....

 

If you cant afford that you can buy a ship without a hyper drive.

 

If you cant afford a ship you buy 21 troops, and a infantry weapon crate... A ammunition crate. You can buy passage to sensor arrays. Kill local threats... Sand people, gundarks, pirates, Rancores. You receive a sector crate or 2 when you killed enough, eventually you can buy a small ship, possibly bigger, and will be back on your way.

 

If you are bankrupt a planet will give you 6 troops and 6 pistols... And send you off to a sensor array, where like above will be hunting hostile inhabitants and monsters.  The planet is out around 1k credits... But as demonstrated... You will not want to be at the mercy of a planet... You may end up on Hoth, clearing out caves... Which... Good luck... You will want to fill your squad to 21, upgrade weapons. Might require a few ice beast kills... Which wont be easy... Than can buy your way to a friendlier planet...  Also can scavange wreckage... Which eventually earn your way back to the stars... In the event a pirate or other side attacks a sensor array... And you have troops on the ground... If you stop the attack... You receive a sector crate... Out of spite.. They may bombard the sensor outpost and your troops... In which case... If you have 0 credits still.. You basically restart... Again...when a city expands the new grids need to be cleared... Possibly some structures and animals to destroy, possibly a smuggler camp.

 

So no isnt a restart... You can crash to the floor in this game. 

 

Also you dont need to be poor to clear city tiles. However its another small time job, with small rewards. Is a good way to train up infantry.

 

Ship Captain's

 

A non skilled captain can command a entry level ship at no penalty... A penalty would be loss of efficiency and ability of the ship... Which comes back as the captain skills up.  Using a star wars analogy... Put Jarjar Binks as Captain of the Death star... And see what happens.... I mean cant be much worse than Tarkin... But still.

 

A captain gains skill points in specific areas. If your ship, just was beaten on, engineering, armor and shield skill points would be awarded... Might be percentages of a point... But would contribute to skills.  The skill level has no limit, but it increases. An example take 5,000 armor/shield damage per a point, next level is 6,000 armor/shield damage. This will allow you to do structural upgrades increasing the ship size and armor upgrades.

 

What happens when you add 2 armor upgrades and have 0 points on a Corvette would be the ships armor would increase, but only 80% of the new armor hp would count.

 

Squadrons would have different classes in it, however the 20 troops would have pooled stats... If one dies, and the new recruits stats are 0, the squads average lowers. If you take one trooper and make them a leader, they take skills with them... So if they have 1 point combat, 3 points engineering, they can have 3 armor upgrades on the ship, and no penalty would be incurred.

 

For each class of ship you need a base of 10 increase to not incur penalties. So a Frigate captain needs level 10 skills across the board to fly that stock ship properly. A Stock Destroyer you would need level 20 skills to fly that ship properly. And it increases by 10 all the way to the top ship classes.

 

You can sell a ship, take the crew and build or buy a new ship, as an example sell a corvette, build a frigate, gaining more engineering skill. Seeing its raising a ship with 0 hp to 12-20k hp, it would be as if repairing that much damage.

 

Ground Commanders

 

They have the same skill tree, same abilities, just as opposed to ship to ship combat tree, they are upgrading ground to ground skills.   

 

A ground commander can be a ship captain, and also a ship captain can be a ground commander. Overlap exists, especially with marines, it is beneficial to make a ground commander a captain. Especially if you intend to have them board enemy ships.

 

Take mining missions... If you send your ship and primary captain away mining. You can send your ground commander out, and use your 2nd squad/group to clear tiles generating multiple incomes at the same time. The bigger the city and planet influences what you encounter... If extremely low level... Expect monsters and pirates, if large citys and planet levels... Exspect smugglers, syndicates, and bounty hunter camps.

 

The Galaxy Starting Conditions

 

The Empire starts off owning Corrusant, and the sector. 

 

The Cis own the Genosis sector.

 

The Rebels own Yavin 4.

 

They all come from 1 sector, they will be able to send out dozens of listening outposts on day 1. They need to conquer neutral planets. This allows for fast expansion. Resource shortages would be big, but in time would turn around. 

 

Captain Skills

 

Each Captain has a skill tree. It effects upgrades, the crew effects speed and efficiency, things like weapon accuracy, repair time, and so on.

 

A captains skill points an example, lets say they are in a corvette, that they have 50 engineering points, 40 ship combat points, 45 navigation points, 20 marine combat points, 10 hyper drive points, 0 mining points, 27 trade points and 15 Electronic warfare points. This captain can be a Frigate captain at no penalty. 

 

Taking a Hammer head Corvette as an example. Assuming all standard upgrades, double armor (20 upgrades) double Shields (20 upgrades) 20% longer (4 upgrades) wider (4 upgrades) 2 more decks (2 upgrades) which uses all engineering upgrades. The 40 combat points they use 4 points for 4 more weapon ports, all 6 weapons are upgraded 6 levels. Using the remaining 36 points. The 45 navigation points are spent 20 on engines which doubles the output, and 25 on reactor upgrades, which over doubles the reactor output. 10 hyper drive upgrades. Than 15 sensor upgrades. 

 

the ship new stats would be...

 

10.2k Armor

2K Shields

780 damage

22,500 reactor output

2000 speed

17,500 sensor range

50 second hyper space activation

 

This ship would be able to take on multiple stock corvettes at a time and win. This ship would be near frigate levels, this ship would cost over ten million credits. The crew would likely be sold off as captains, lets say they have 50% of the captains skills, from things like an enemy boarding party killed a few crew. So when selling a crew member as a captain, especially with skills in the 20's it allows for immediate ship upgrades. They may get a player, depending on availability hundreds of thousands of credits to millions.

 

Freighters and Miners

 

The first level freighters are 1k container carriers. With upgrades become miners. Like the other ships they become bigger as well. Have 5k, 10k, 15k, 20k, 30k, 40k, 50k, 75k, 100k cargo ships. 

 

They have a Captain and Crew, they can be used as troop transports. They start with no weapons. In time can get them, but are slow, low armor and shields.

 

A 1k cargo capacity cargo ship stats....

 

1K cargo

1K armor

500 shields

500 speed

5k reactor output

5k sensor range

100 life support

60 seconds hyper drive activation

 

Message 5 of 6 (878 Views)

Re: Battle Front at war

★★★★★ Novice

I've managed to create a game outline, which has no end, has player based balancing, making all players useful, no caps limiting player growth. With players equipment destroyed, it requires a major economy to refill losses. It becomes a game which can last decades. 

 

From a developer stand point, once the initial game is built... Not much needs to be done if anything after. Server maintenance? Boot hackers and bots? It can go auto pilot essentially. 

 

Balancing is great... You want a ship buff... Ok go upgrade it... If something seems over powered... Go buy it, or steal one... Can board enemy ships and take the ship as your own. The game gives you the ability to counter any attack.  It allows for you to tailor a ship to your desires.

 

Players can buy credits, and Thats it... That means what they can buy must exsist in the game. It does provide benefits to buy credits, but it wont be God mode. 

 

No need for special events. In game incentives can counter the need for special events.

Message 6 of 6 (778 Views)