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Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 7:41 pm
by TheTao
What's the one thing that Battlefront II is really lacking? Depth. Sure, it's fun to run into a room full of stormtroopers with all guns blazing, but other than the Star Wars themes, what's to seperate this great game from the likes of Quake and Unreal?
My modding skills are far from amazing- but I am pretty good at creating stat sets that make for balanced gameplay. I'm trying to apply these skills to Star Wars Battlefront II in the form of Battlefront Tactics. How will this mod work? For now, I am going to:
-Lower the health of all units.
-Remove Bacta Tank drops.
-Lower the ammo count of all weapons.
-Increase damage done by sniper rifles, pistols, and shotguns.
-Lower the maximum troop and reinforcement count per team.
This is, obviously, a mod geared towards multiplayer. Team-based gunplay is the name of the game here; much like Counter-Strike or Plan of Attack. Now, here's what I need, if you're willing to help:
-Skinners(darker uniforms for rebels, commando armor for clones/stormies, night gear for CIS)
-Hex editors(try out tweaks, stats, etc)
-Mappers(as well as the shipped maps, we need small, dark, urban maps with lots of places to hide)
Thank you all and I'll keep you up to date!
RE: Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 8:03 pm
by JabbaLovesLava
Why decrease the amout on ammo in guns? They use battery cells, so I dont think you should decreae the ammo, I think you should just make one clip with the amount of ammo they have now.
RE: Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 8:35 pm
by TheTao
That's what I meant. Except there will be clips; just less of them.
RE: Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 9:04 pm
by stealth#a$$a$in{bf2}
gotta love tactics... the mod itself is sounding great ESPECIALLY the skins.
RE: Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 9:08 pm
by DeathRow
This sounds quite exciting
RE: Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 9:11 pm
by Aksel3
Yeah, looking forward to see more about this mod...
RE: Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 9:16 pm
by Teancum
Just remember to read the new WIP rules posted by [GT]EraOfDesann (it's a sticky at the top of this forum).
RE: Battlefront Tactics Mod
Posted: Wed Jun 28, 2006 9:28 pm
by TheTao
I read that, and I have a question actually: what if the pictures really don't show much? Shall I just take screens of the game running with my hex mods? Because so far I have no skins.
EDIT:
Small teams make for fast-paced firefights.
An emphasis on squad based combat is a highlight of the new changes.
RE: Battlefront Tactics Mod
Posted: Thu Jun 29, 2006 1:58 am
by yoyam
Awesome

Dying SHOULD mean something.
Blazing gun tactics shouldn't get you the most kills.
Working with your team should be the reason why you stay alive.
cant wait for this
idk if you know how to, but if you can you should think about making this a whole new gameplay mode that all modders can ship w/ their levels.
That'd be sick, a BF2 "Conquest Realism" server would be like the realization of my dreams

RE: Battlefront Tactics Mod
Posted: Thu Jun 29, 2006 2:29 am
by AlPhA29
the problem is..the a.i. are stupid they hardly have anything in common like the bots in CS.if u can somehow make the a.i much more clever(as in very smart untill they know when your coming and knows how to deal with you USING GUNS AND NOT ROCKETS)then im sure this would defintely be a hit.
RE: Battlefront Tactics Mod
Posted: Thu Jun 29, 2006 3:27 am
by Protector_Pulch
I think the best YOU can do to the shipped maps is putting in lots of boxes and crates and etc. as cover, for there are IMHO way to few covers in ordinary BF II - and this would give something nice to show in the forums.
Btw, great project: I love teambased shooters.
PS: Ever heard of
Eisenfausts realism mode ?
RE: Battlefront Tactics Mod
Posted: Thu Jun 29, 2006 3:36 am
by Talibanman
sounds good. this is somehting that battlefront truly needed

RE: Battlefront Tactics Mod
Posted: Thu Jun 29, 2006 3:38 am
by Protector_Pulch
Just an idea: make thermal dets more destructive: In RotJ, they're told to have a radius of 20 metres - but in BF II, they don't even kill a soldier 2 metres away.
Posted: Thu Jun 29, 2006 12:38 pm
by EraOfDesann
For a hex mod I'd recommend just having pics of the hexed units from the unit selection menu. But those are fine, as long as they're related to the mod.
Posted: Thu Jun 29, 2006 1:43 pm
by TheTao
I'll see what I can do with the detonators. But to whoever was worried about the A.I.: Don't be. I was amazed at how well they cope. Without hundreds of people in the way, they can actually be pretty competent foes.
Posted: Thu Jun 29, 2006 2:21 pm
by Tuskenjedi
i've got something I called the hdtd. It's a thermal with mucho-big 'plosion. Right now, just for fun, I have the push set on a billion (jk

just real high), but u could lower it
http://i67.photobucket.com/albums/h316/ ... na1800.gif
Posted: Thu Jun 29, 2006 8:55 pm
by TheTao
Hmm... maybe not for a thermal det, but maybe a C4-style bomb for engineers?
Posted: Thu Jun 29, 2006 9:08 pm
by stealth#a$$a$in{bf2}
sounds better then the detpack
Posted: Thu Jun 29, 2006 9:48 pm
by TheTao
Anyone up for some video footage?
This video contains a few short clips and then the highlights of a match in Dagobah swamp.
Posted: Thu Jun 29, 2006 9:51 pm
by TheTao
Anyone up for some video footage?
This video contains a few short clips and then the highlights of a match in Dagobah swamp. I'm sorry; I did a pretty lousy compression job. Ah well; enjoy!
http://www.mooload.com/new/file.php?fil ... w_0001.wmv