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Game Concept: Would you buy this?


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Would you buy this game if it was made?  

15 members have voted

  1. 1. Would you buy this game if it was made?

    • Hell yeah!
      10
    • Maybe.
      3
    • Probably not.
      2
    • No way!
      0


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Star Wars: Infiltraitors

 

It is a time of civil war, the Galactic Empire has begun a series of attempts to suppress the liberties of alien species. Using infitration and commandos the Empire has been able to derail a number of operations sponsered by the Rebel Alliance. Thousands of star systems are the site of combat by both sides.

 

Now the Rebel Alliance is fighting back with commandos of their own. Guerillas, Commandos, and Infitraitors are scattered throughout the galaxy in a hope to stave off the onslaught of the Imperial Army. As starfighters and capital ships class in the skies and armies on the ground, thousands of unsung heroes work in the darkest of arenas.

 

Both sides have begun to gather their full strength as in the dark corners of the Galaxy the Empire works feverishly to complete their ultimate weapon. As rumors of a weapon of unimaginable power echo through the star systems the Rebel Alliance struggles to survive the assault of Imperial Forces and discover the secrets of the enemy.

 

Features:

:arrow: Play as a member of the Alliance Infiltraitors, Alliance Commandos, Imperial Intelligence or Imperial Commandos in a fully Dynamic Campaign.

 

:arrow: Utilize an arsenal of over 30 blasters, 20 projectile arms, 10 rocket launchers, a plethora of melee arms, and 10 grenades.

 

:arrow: Realistic weapon effects and damage mapping for characters and equipment.

 

:arrow: RPG style interaction with team members and other NPCs to enable the possibility of recruitment and defection.

 

:arrow: RPG style system of abilities and skills.

 

:arrow: Complex team interactions including the forging of relationships.

 

:arrow: Dynamic campaign including the possibility of campaigning across over 100 hundred worlds.

 

:arrow: Customizable character as well as an RPG style item system along with realistic weight restrictions paired with a slot style system.

 

:arrow: Slot based personal load system where weapons, magazines, and grenades are visible in their holsters and pouches.

 

:arrow: Complex and adaptable squad based ai as well as a campaign high command ai which manages the large scale battle.

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If you're a MGS/Splinter Cell/whatever fan, this would probably be a dream come true. As a solid RPG/SRPG fan, I can't say that I'd find it appealing. However, given what you described, I'd say that it would be a very successful game if it were made
Count Dooku is the strongest Star Wars character as depicted in the movies. All hail Christopher Lee.
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Get Allston as writer and I'll play it. :wink:

Seriously though, I had something similar in mind for a 'potentially good SW game noone will ever make'. Sounds nice.

 

If we're going for realism here we might want Stackpole instead- :wink: That guy researches just about everything before writing it to make it scientifically acurrate. THe only thing I can really say that might hurt you is if you went with the "One shot kills" approach. I personally liked that in Rainbow Six and such, but I think tha taspect hurt the game somewhat with a lot of the people out there. I don't know for sure, but I think the expansion packs gave you a better survival rating...

12/14/07

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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Re-read the features guys, it says Dynamic Campaign. Which means there won't be any written plot, you make it up as it goes along...

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As big of a Stackpole fan I am, I'm thinking Allston would be better for a game like that.

 

Unlockable campaigns!

 

A NR Commando inserted into Coruscant before the NR Invasion. Interact with Rogue Squadron on their mission there.

 

Play as Wraith Squadron in their missions against the Warlord Zinj as well as the Mission to Coruscant in the NJO.

 

Special mission: play as Wes Janson and hunt down the renegade Ewok Ketch!

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Guest JediIgor

Dynamic campaigns across a 100 worlds...? Yeah, good luck getting Splinter Cell level quality x 100 :roll:. I was expecting something feasible like a Splinter Cell in Star Wars universe with a non-linear plot, but I guess that's too "simple."

 

That's not to say I wouldn't buy this.. it's just probably a huge, huge dream.

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Hold on, so would these be like Elderscrolls campaigns, in that you can get quests from random people and influence other quests through them? For instance, you could join one guild of smugglers to get good heavy weaponry, but in doing so you cause a different group to send assassins after you that would have given you good stealth weapons or something?

12/14/07

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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I get excited just thinking about it. For sneaking and everything you might want a system similar to the MGS series, Hideo Kojima encorporates some cool stuff. And then you might want the programmers from KOTOR because of the relationship thing, except I imagine this would be on a wider scale... Anyways whatever I don't know anything about programming so yeah.
"I saw the greatest minds of my generation destroyed by madness, starving, hysterical, naked, dragging themselves through the negro streets at dawn looking for an angry fix." -Allen Ginnsberg, "Howl"
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I think some of you guys are misinterpreting what I've said.

 

Missions are assigned by the High Command AI to your team, as well as everything else under Rebel/Imperial Command. The chain of events in the films could be, or could not be duplicated depending on how both sides perform. Combat formations deploy to worlds and space, engaging each other as intelligence operations and operatives support them.

 

As for getting good campaign gameplay across a hundred different worlds... I'm thinking, lots and lots of prefabricated structures. Garrisons, cities, towns, and maybe even landscapes could be autogenerated much the same way they are in the tactical combat arena of Rome Total War. By using a modular design it would be possible to make it so that missions and objectives could be autogenerated. So that instead of having to build a hundred different imperial garrisons in a map maker, all that would have to be created would be a dozen or more prefabricated garrison parts that the computer could assemble into a garrison. As long as they fit together properly the result could be as good as or better then Splinter Cell's maps because the game designer would be able to concentrate on making pieces of a puzzle instead of having to start afresh for every location.

 

I've done basically the same thing when I've toyed with map making, its a much more efficient means to make lots of maps that are different, but similar.

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I don't think such modular, dynamic stuff would play well for this kind of game. For a simpler, X-Com type game, yes (I'd play that as well), but not for a full 3-d game that aims for total immersion into the game world.

 

I'd prefer a well-written campaign with simply a lot of freedom over complete randomness.

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Oh! Your actually working on it? Then err forget what I said, it was just random, wishful thinking... Yeah.
"I saw the greatest minds of my generation destroyed by madness, starving, hysterical, naked, dragging themselves through the negro streets at dawn looking for an angry fix." -Allen Ginnsberg, "Howl"
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I like the basic concept, and would definitely buy this game. I've wanted an Infiltrator style of game set during the Empire and Remnant era with a mix of commando and Guerilla war (truth be told, I had hoped that was what Republic Commando was about when I first heard its name).

I'm not sure about a completely Dynamic campaign though - maybe for a soley Guerilla warfare game, though if it were more Infiltrator perhaps something with a basic linear story line with dynamic elements. A bit like the first Dues Ex.

Just my 2 cents.

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I'm going to link this page to a starcraft site just so they can start debating amongst themselves about how this is a rip-off of the new Ghost game coming out even though this concept isn't a rip-off... Although according to my friend who read this page it most certainly IS a rip-off... Bleh, psycho... Anyways yeah the game concept still sounds exciting. I love dynamic styles with actual character development. Games that go 'Move here, and shoot this.' again and again and again with no real story or in-depth character collaberation get on my nerves.

 

Point being is that you've stumbled on a winner.

"I saw the greatest minds of my generation destroyed by madness, starving, hysterical, naked, dragging themselves through the negro streets at dawn looking for an angry fix." -Allen Ginnsberg, "Howl"
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I don't think that this is a case of stumbling- I think this is a case of trial and error until a winner has been found. Question, though- are there going to be different paths for if you fail at certain missions, or will you just go back and do the mission again... and again... and again... until you get it right?

12/14/07

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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I hate games like that. :?

 

I liked how in The Elder Scrolls II: Daggerfall, the manual (and thus, the devs) encouraged you to keep on going if you made a mistake and see what happened instead of loading a saved game.

 

Of course, Daggerfall was probably much more freeform than this game would be.

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Actually with the set up I've proposed there may be many times that you can't accomplish a mission and will have to abort. You might suffer a lack of prestige or maybe even a demotion (Especially if you're playing as an Imperial) but you won't be forced to retry a mission again and again.

 

Though if the mission you couldn't accomplish is critical enough it might come back to bite you in the but. Imagine if the rebels never succeeded in obtaining the Death Star plans!

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Though if the mission you couldn't accomplish is critical enough it might come back to bite you in the but. Imagine if the rebels never succeeded in obtaining the Death Star plans!

 

That would have been kinda funny.

 

"Umm, sir, there's a really really big Gray thing around the moon here on Yavin"

"How the heck do we destroy it?"

"I dunno... Why don't we try and fire proton torpedoes into the hole that all that exhaust heat is coming out of? It might lead to a chain reaction that will destroy that thing"

"Sounds like a plan. Let's do it!"

officer turns to tell everyone when Yavin is promptly blown to smitherenes.

12/14/07

Nu kyr'adyc, shi taab'echaaj'la

Not gone, merely marching far away

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