A new campaign could reiterate on the old ones and give it more flavor, adding unique, scripted challenges that aren't attainable in an instant action game. Galactic conquest was probably the most repetitious and tedious experience for me in that game. It's not really liberating to have to spend time grinding for credits just to play as certain unit types. In this day and age, it can be revamped into something more refreshing.
As for space battles, I think they certainly have a place in battlefront, as unrestricted space combat combined with different ship types led to some depth in actual play. Add in some battlefield-esque flight mechanics and it has potential.
It could totally do that if, y'know, they had infinite resources and whatnot. Seems like they made a judgment call and decided to go with what they viewed as core gameplay - improving the big battles with lots of dudes and fun Star Wars stuff - than something they viewed as peripheral. 'If you can't do it right' and all that. They also, presumably, have metrics on what modern Battlefield players spend their time on, and are taking that into consideration. I think it's a good call; obviously you don't. Which is fine, and all. You do you.
I'm not sure how to respond to a claim that space battles had 'depth' when they were specifically designed to have less depth than a ground battle. There's no point-capture mechanic, and defense is predicated on just killin' stuff. The objectives on the capital ships were supposed to take the place of point capping, but lacked the tactical value that point capture gave to ground battles: points were valuable in and of themselves, in addition to impacting enemy reinforcement counts, whereas killing the space battle objectives didn't really impact the enemy's fighting power (nor could they be efficiently or plausibly rebuilt or repaired, which would add the sort of depth you were looking for).
In practice, space battles in BF2 comp-stomp games consisted of the player zooming over to the enemy capital ship in their vehicle of choice and bombing the crap out of the enemy's stuff either in the vehicle or as a 'boarding party'. Any other form of play was very very suboptimal. "Zzz I am in a Y-wing let's go land and kill the autoturret system ok back in the fighter oh look there goes the frigate let's toddle on over to the capital ship zzz here go the shields now it's time to hit the the sensor array..." I dreaded space battles in Galactic Conquest, not because they were difficult (lol) but because they were mind-numbingly boring. In pvp, it was a dps race, which can be fun because other players, but still lacks the 'depth' you emphasized. I'm not sure how you develop that in an interesting way; the ship-destruction points race would probably have to be retooled but building a new system from the ground up is kind of a big deal.
In any event, depth and quality of gameplay weren't what was good about the BF2 space battles in my opinion - rather, it was doing something slightly different from a ground battle to make things a bit less repetitive overall, while banking on players being all "aw cool a space battle" and being willing to forgive a lot in order to play that. I mean, "aw cool a space battle" is not a bad argument. If you think space battles are fun because space, then, y'know, that's something it'd be sad to miss out on. But pointing to the space battles of BF2 as either a beacon of good gameplay or a plausible template for further development mostly seems like lolstalgia goggles to me. I think that the space battles work best as a sort of side diversion thing; as integrated core gameplay, they leave a lot to be desired. That's the sort of thing that would be perfect for an add-on or whatever, if it were to come up in the new Battlefront.





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