One of the primary goals of the Expanding Fronts project is to not only introduce a large number of new units, but to have these units available in a standard single-player or multi-player game environment. This presented a challenge. The 'Big 5' civilizations (Galactic Empire, Rebel Alliance, Trade Federation, Confederacy, and Galactic Republic) vastly outnumber the smaller civilizations (Wookiees, Gungans, Naboo) in terms of the large number of units available to them. Not wanting to sacrifice variety, we had to adopt an entirely new system that allows these new units to be constructed without enabling the larger civilizations to completely overpower smaller ones. This new system comes in the form of Civilization Sub-Factions. Civilization Sub-Factions Taking after games like World in Conflict and Company of Heroes, SWGB Expanding Fronts adopts a system than ensures no single player can construct an all-powerful force by using a 'larger' civilization. Each civilization is broken down into at least 2 smaller Sub-Factions, each with a specialized combat role. These roles are divided into numerous categories, including Infantry, Armor, Air, Navy, Support, and Economics. Infantry Sub-Factions present a variety of specialized troops, allowing players to field large numbers of highly capable units at a low cost. In addition to basic and advanced troops, Infantry Sub-Factions also gain access to specialized ground and air vehicles designed to quickly ferry troops into battle. Armor Sub-Factions provide heavy tank support to ground forces. While they are generally not as adaptable, agile, or cost-effective as infantry, they make up for this with tough armor and powerful weaponry. Aircraft-oriented Sub-Factions favor superior air power and receive appropriate upgrades, buildings, and unique units to ensure dominance of the skies. Consequently, they lack the ability to form a sufficient ground-based assault force. Navy Sub-Factions assert total dominance over the seas. While limited in terms of mobility, and generally useless on landlocked maps, a well-managed Naval fleet poses a severe threat to any coastal base. Support Sub-Factions focus on defense and indirect combat. Heavy artillery, espionage, and powerful defensive structures form the majority of the roster of this Sub-Faction. As a result, they are not suited to directly take on a large enemy force, and are most effective when used within a well-coordinated team. Economic Sub-Factions are unique in that they carry very low combat capability. Instead, nearly all of this Sub-Factions bonuses lie in large boosts to Worker abilities, economic bonuses, and base improvement/expansion. Like support, it is very unlikely that an Economic Sub-Faction will survive direct contact with an enemy force, and they are best played in conjunction with a combat-oriented Sub-Faction. Combined Arms Of course, the most effective way to take advantage of these new units and bonuses is to work as a team. Experimenting with the various civilizations, Sub-Factions, and units with friends (and/or foes!) can craft entirely new, completely unique strategies and game experiences. In the coming updates, we will be taking a look a specific civilizations and their new units, structures, researches, and Sub-Factions. Stay tuned. Under Construction!
Not every Sub-Faction adheres to a single trait. Some Sub-Factions combine the abilities and bonuses of multiple categories. For example, the Gungan Bongomeken Collective Sub-Faction serves as a combination of both Naval and Air assets.
We are still looking for talented individuals to help us bring this project to completion as quickly and efficiently as possible. If you have experience in terms of 2D/3D art, Random Map/AI scripting, or general editing experience with the AoK/SWGB Genie engine, and would like to contribute to the Expanding Fronts project, feel free to contact project members Gen_Rhys_Dallows or Sarthos. Alternatively, you can post a message in our project thread at SWGB.HeavenGames.com
Today we take a close look at how the Expanding Fronts mod is re-imagining Star Wars Galactic Battlegrounds by introducing a new system of Sub-Factions for each civilization.
Posted by Gen_Rhys_Dallows on
Now this is an interesting idea! I wonder how will it turn out.
That's a really nifty idea!
How bout different regimental colors for different sub factions?that could really work for the clones
This is very promising, and makes me wish that online MP was still possible. I do hope that you can produce enough units to compensate for lack of power in other areas of combat though. For example, a naval or air-based sub-faction could still produce some infantry and light tanks to provide base protection. Also, perhaps Economy centric sub-factions could have numerous upgrades to auto-defenses? This would allow a very builder focused sub-faction to use its material wealth to its best advantage without being either defenseless or overpowered. It would also mean that playing as an economy faction would get to sort of play tower-defense style within an RTS.
Every Sub-Faction will still hold all of the basic infantry, tanks, boats, and aircraft units no matter what their specialization is.
AWEOSME...can make the game play more sounds at once? (Gunshots, explosions, ETC)
This looks great man! Love it, I hope I get to play this some day