A few SWBF2 questions - AI, mods, SP mode etc.
Posted: Tue May 24, 2005 9:47 am
The new Battlefront game looks really impressive from the screenshots + video that I've seen, particularly the improved space/air battles. However I've a couple of questions - not sure if anyone will be able to enlighten me (I know some Pandemic developers visit this board, but they may not
- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
- Will there be any AI improvements? The SWBF AI is definitely better than that in (for example) the Battlefield
series, particularly with vehicles, and the developers have generally done a good job in creating an AI that is
unscripted and involves a lot of entities but is still challenging. However, IMHO it could definitely do with some
tweaking and improvement.
One particular example is with open-topped vehicles, such as speeder bikes, the Gian speeder in the Theed map, and (I
think) some turrets. The AI does not seem to recognise that the driver/crew are vulnerable to weapons fire, and still
only uses rockets and grenades against these vehicles. This makes speeder bikes/STAPS particularly unbalanced when used
offline, as it's very hard for the AI to kill you.
Seeing the AT-RT in the third set of screenshots made me think of this. Like the speederbikes, this vehicle might be a
bit overpowered against the AI if they aren't able to shoot the exposed pilot with their blasters.
The AI also has problems with driving speeder bikes (and I think STAPs as well). The AI is very poor at using these
vehicles in combat - it hardly ever uses the weapons, and usually simply uses the vehicles to get from one point to
another.
- Is there any possibility of an "addon" override folder for modding, as with the Battlezone series (any Pandemic
developers will know what I'm talking about)? Basically a subdirectory/folder of the game directory, and any .odf files,
sounds, textures etc. placedin this directory override those in the .lvl files.
This would be a simple and straightforward way to make third-party modifications MUCH easier, as you won't need to either distribute entire compiled .lvl files
(which are usually huge) or create a patcher utility to apply the mod.
Probably my #1 disappointment with the first SWBF is the difficulty in creating "tweak" mods (as opposed to creating
entirely new maps/content). It's very hard to do things like balance/"realism" mods, new sounds, reskinned vehicles +
characters, etc.
- Will there still be an "instant action" mode like that of SWBF1? The increased story element in SP mode sounds
very interesting, but I'm concerned it might reduce the game's offline replayability a lot if the story-based missions
are the only ones you can play.
- Will there be any AI improvements? The SWBF AI is definitely better than that in (for example) the Battlefield
series, particularly with vehicles, and the developers have generally done a good job in creating an AI that is
unscripted and involves a lot of entities but is still challenging. However, IMHO it could definitely do with some
tweaking and improvement.
One particular example is with open-topped vehicles, such as speeder bikes, the Gian speeder in the Theed map, and (I
think) some turrets. The AI does not seem to recognise that the driver/crew are vulnerable to weapons fire, and still
only uses rockets and grenades against these vehicles. This makes speeder bikes/STAPS particularly unbalanced when used
offline, as it's very hard for the AI to kill you.
Seeing the AT-RT in the third set of screenshots made me think of this. Like the speederbikes, this vehicle might be a
bit overpowered against the AI if they aren't able to shoot the exposed pilot with their blasters.
The AI also has problems with driving speeder bikes (and I think STAPs as well). The AI is very poor at using these
vehicles in combat - it hardly ever uses the weapons, and usually simply uses the vehicles to get from one point to
another.
- Is there any possibility of an "addon" override folder for modding, as with the Battlezone series (any Pandemic
developers will know what I'm talking about)? Basically a subdirectory/folder of the game directory, and any .odf files,
sounds, textures etc. placedin this directory override those in the .lvl files.
This would be a simple and straightforward way to make third-party modifications MUCH easier, as you won't need to either distribute entire compiled .lvl files
(which are usually huge) or create a patcher utility to apply the mod.
Probably my #1 disappointment with the first SWBF is the difficulty in creating "tweak" mods (as opposed to creating
entirely new maps/content). It's very hard to do things like balance/"realism" mods, new sounds, reskinned vehicles +
characters, etc.