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What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 1:53 pm
by Teancum
I'm running this poll to try to see if any cool ideas pop up. Not really planning on doing any development, but I thought this'd be fun.
Personally I'm fairly satisfied. I wish we could have prone and flyer strafing back from SWBF1. I wish we all had time to make more creative modes like Control Points or Holocron. Other than that I think I'd just like to see more diverse maps --- I don't care so much about "TV or movie" scale, but I would like to see places that have a clear picture of what they look like -- Rodia, Ord Mantell, Dathomir, etc. Oh, and maybe the TIE Mauler and Rebel T4-B tanks:
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 2:02 pm
by Deviss
MAPS: many maps from swbf1 as rhen var, bespin, geonosis, tatooine dune sea, kashyyyk both version, then also more acurate for example utapau with atte
UNIT CLASESS: well many unit models as cody , bacara , 327 trooper but well dont matter because many people release own custom versions, also as havent variet of models for clones unless must had skins for them xD
as one friend say: bf2 original game (without mods maps etc) is bored-basic :S
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 3:06 pm
by Eggman
DEFINITELY prone. For the most part, I'm pretty satisfied. The only thing from the stock game I didn't like much from the beginning was the space aspect. The maps just didn't seem too imaginative and the gameplay tended to become stale pretty quickly.
Era-wise, GCW and CW do it for me. We have the Kotor era now thanks to the Conversion Pack, so that's not a problem. It would be nice to see some modes based on Ep1, though (I'm looking at you, Naboo).
Only other little detail might be better first-person animations. If I remember correctly, there are no first-person animations for grenade throws. That was never a problem for me until I got to brainstorming ideas involving melee weapons in a mod intended to be played in first-person mode.
So yeah, overall I'm happy. We can mod just about anything we want as long as it's based around the way the game was meant to be played.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 3:52 pm
by k'kruhk
I enjoy SWBF2. I don't think anything besides prone is MISSING, but there's always more stuff I want to see. A post-ROTJ era, and more maps from planets mentioned or seen in the movies (Cato Neimoidia, Sullust), would be my foremost wants. But I like the game the way it is anyway.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 4:12 pm
by sampip
Was the Tie Mauler ever modelled? I know Manderek has recently made the rebel tank. I agree with what you said on the creative issue - not many people attempt new ideas at maps and there are still a lot of ideas waiting to be pulled off. Most of the original content in the game is completely fine (except for things like prone) and I am completely satisfied with the game. However, without the existance of mods - I don't think I would play it. It's always fun to have somthing new.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 4:51 pm
by Eggman
sampip wrote:However, without the existance of mods - I don't think I would play it. It's always fun to have somthing new.
100% agreed. Battlefront is pretty much the only game I play anymore. I don't like spending money on new games, and even if I wanted to buy a new game I'd need to buy a new console (latest thing I have is a Gamecube) or majorly upgrade my PC. With Battlefront, though, modding always brings something new, whether it's a simple map or a large mod like the Conversion Pack. This game is a true testament to how valuable mod tools are to extending a game's life.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 5:14 pm
by Fusion
Units:
As I mentioned before, I have my own plans for classes, but unless someone else offers to make it a reality, it won't happen. I really don't like how the game is completely controlled by the Rocket and Engineer classes, with the occasional victories of the Sniper and Captain/Special classes. Rifleman is very hard to use.
Maps:
Well, I'd prefer more urban maps for one. I often forget how Rends' Coruscant City isn't a stock map, it just seems like it was made by the actual designers.
I've always wanted either a Cloud City or an Alderaan map set high up with A-Wings and TIE-Interceptors flying around under the various walkways that units have to travel over to get to the next building.
There need to be more Rhen Var/Hoth maps that aren't just copies of the classic "There's the thing over there in echo base!" variant. Karnage did a good job with RV Battlefield.
Maybe some sort of crashed capital ship, like capital down, but with major effects to the surrounding envirnoment.
Also, Space Maps. There are so few that aren't just either copied from the main six or are lacking vital elements such as Health and Ammo. I'd also like to see a Space Conquest deal, maybe have some sort of Station in space with two ships around it.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 5:55 pm
by Fiodis
Just about everything on that list is missing to some extent (and most of it is present to some extent). Game quality (graphics, sound, etc.) could be improved but are pretty all right. We could always use more (good) game modes, unit classes, weapons, maps, eras, etc., but modding for this game is very prolific and addresses many major drawbacks of the stock game.
There are some who hold that while modding has improved the game a lot, modders shouldn't have to fix a game if it's any good. This, of course, is nonsense. What does it matter if the game was good from the start or after modifications? Whether or not modders should or shouldn't fix a game, they did (and are) when it comes to BF2, and did a right fine job of it.
Prone, starfing, and some broken things like decals or idle "bored" animations would've been nice. Also, being a modder, I wish they had done some things differently that would enable us to employ some fancier tricks and hacks, but eh.
LOL, perfect thread for you, eh, Met?
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 6:26 pm
by Darth_Squoobus
Accuracy. When I play a map for the first time, I like to run around and explore and have a super-happy adventure time. Needless to say, the stock maps don't have much to explore.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 6:41 pm
by Twilight_Warrior
All the original SWBF maps, prone, mulitple campaigns, Two-player Galactic Conquest, full custom classes (with appearence), a few more heroes to choose from, and most importantly
Better Space Battles
Multiple, destroyable/capturable Capital Ships, greater number of fighters out, teammate follow command for fighter squadrons, and a Space Death Star map that is fairly movie-accurate.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 7:01 pm
by vegati
-melee combat
-ragdoll physics
-more maps
-more classes and variety in the classes
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 7:04 pm
by CodaRez
WEAPONS: Some stock weapons are simply a repeat of other stock weapons, with a different name, and they look COMPLETELY different.
That is why I concentrate on weapon modelling
That is why most of those *holes* are filled now (coughleiasguncough)
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 7:43 pm
by Ping
I would have liked it if they kept in prone and the orginal maps from BF1. I also would have liked to see a bit more variety in the sides and unit classes. Adding one more class couldn't hurt. I was pretty much satisfied with the eras, but I wouldn't have minded seeing something that took place after Ep. VI, like the Thrawn period, NJO, etc. Having another urban map or two would also have been nice, but again, the game was pretty satisfactory for me.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 9:10 pm
by Fiodis
Twilight_Warrior wrote:All the original SWBF maps
The Convo Pack has a lot or them, I understand.
vegati wrote:-melee combat
You are aware that BF2 actually
does have this?
Darth_Squoobus wrote:Needless to say, the stock maps don't have much to explore.
They do for me. I'm an easily pleased person in that regard.
Actually, I recently played Rend's Mos Eisley Spaceport and felt it had
too much to explore in one game. Good and bad, as I see it.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 9:15 pm
by Fluffy_the_ic
Fiodis wrote:vegati wrote:-melee combat
You are aware that BF2 actually
does have this?
Not in the way he means it. He means in like in Halo.
I think the game was missing physics. As in Havok and ragdolls. Those were both in use at that time; RC had ragdolls and Halo 2 had both ragdolls and Havok, and both games are from '04.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 9:18 pm
by vegati
I mean like you can be just a regular trooper and be able to go up to a stormy and knock his lights out
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 9:27 pm
by Twilight_Warrior
Fiodis wrote:Twilight_Warrior wrote:All the original SWBF maps
The Convo Pack has a lot or them, I understand.
The way I understood the OP was wat do we think is missing from the stock game. Apologies if I misinterpreted. I do realize the convo pack has them all.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 9:37 pm
by Master_Ben
Twilight_Warrior wrote:Fiodis wrote:Twilight_Warrior wrote:All the original SWBF maps
The Convo Pack has a lot or them, I understand.
The way I understood the OP was wat do we think is missing from the stock game. Apologies if I misinterpreted. I do realize the convo pack has them all.
The title does say "including mods."
Space, and
better melee combat would be my choices, I almost enjoy modding as much as playing, so that has satisfied me greatly.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 9:42 pm
by MetroidNut
I used to be madly in love with Battlefront II, but...well, I started getting some other games - Halo 2, for instance - and overnight I became extremely critical of Battlefront II. I personally think the game has notable flaws in the following areas:
- Weapons. Most of the Battlefront II weapons annoy me in some way, from the seven-round rocket launcher to the assault rifle with a rate of fire around 3-per-second. The weapons' case isn't helped by how weak they feel; between their firing sounds, the tiny little energy bolts they shoot, and usually-low damage, all the blaster weapons feel like squirt guns to me. I'm not saying every weapon has to be a CoD-style one-hit-kill, but...couldn't they have done something to convince me I'm shooting a powerful space rifle?
- Realism. The graphics are sub-par in my opinion - to me, it's rather telling that Battlefront I assets can be used in Battlefront II - and physics are MIA. All-in-all, it's hard to get immersed in the game when objects simply don't look or behave like objects.
- Side variety. Basically, to me, all the sides feel almost exactly the same. Playing as an Imperial Stormtrooper should be quite different than playing as a Rebel soldier, but unfortunately, it is not.
- Sequelitis. Here's arguably the biggest of my problems with Battlefront II; what does it have that the first Battlefront didn't? Sure, it's got one new class per side, but I personally hate all four of those new classes. And yes, it's got new maps - but none of them were as good as the dropped maps, anyway. Admittedly, modding helped with this problem - but then again, couldn't modders have added new maps to the first Battlefront about as easily? Space battles number among the extremely few things the first Battlefront didn't have, but you shouldn't make an entire sequel for the purpose of adding what is essentially just a new game mode. Ultimately, BF2 seems like less of a sequel and more of a cash-in.
Re: What do YOU think is missing from SWBF2 (including mods)?
Posted: Thu Feb 04, 2010 9:47 pm
by SilvaDalek
Weapon pickup, customization, melee. Beside that for a 5 year old game it is amazing.