Creating custom sides for Battlefront II can be a tricky business. Everybody has different tastes - some people like their sides to be totally different from the stock game, while others like them to be very similar. Some like them to feel "realistic," others like them to be more arcade-y. It is critical for the author to find the right setup for the mod. I tend to prefer a balance between the extremes I listed above. For BFC, I have striven to develop a side setup that will stand apart from the stock game, but will still be intuitive and will still feel like Battlefront. I think I've succeeded!
I've given a broad overview of BFC's side setup in a previous article, but now I have finalized the system and can release an "official" description of the sides. BFC features a revamped class system that is loosely based on that of Battlefield 3. Each side has a foundation of four base classes: Trooper, Anti-Armor, Sniper, and Engineer. These classes are available on every map. In addition, each side has two slots for "special" units. These units are distinct classes that are unique to each team, and they vary from map to map.
In Battlefront II, the stock classes are set apart by variations in their health, speed, and stamina. In Battlefront Chronicles, the base stats for all units start at the same level, but each class then has a special "Ability" that provides a bonus to a particular stat or grants the unit some other advantageous skill. For example, the Trooper class has increased stamina, while the Engineer class is immune to mines. The Ability system really isn't so different from the way the stock sides were balanced, but it provides players (and me) with a more concrete mechanic.
Ability: Stamina (+50% to energy bar)
Primary Weapon: Blaster Rifle
Backup Weapon: Blaster Pistol
Secondary Weapons: Thermal Detonators (x4)
The Trooper is best suited for facing off against enemy infantry at short-medium ranges. Troopers' high stamina allows them to sprint and perform other strenuous activities for long periods of time. Their thermal detonators are all-purpose grenades - they are deadly against infantry, and can cause a respectable amount of damage to vehicles and armored emplacements.
Ability: Health (+50% health, slight decrease to speed)
Primary Weapon: Rocket Launcher
Backup Weapon: Heavy Pistol, Repeating Pistol, or Blaster Carbine
Secondary Weapons: Concussion Grenades (x2), Proximity Mines (x2)
The Anti-Armor class specializes in taking out enemy vehicles and other heavily armored targets. These units can take a beating, but are slowed by their heavy equipment. Concussion grenades can stick to vehicles and buildings and cause considerable damage, but are less effective against infantry. In a pinch, the Anti-Armor class can pull out its backup weapon and put up a strong fight against enemy soldiers.
Ability: Surveillance (spot/transmit enemy locations on radar)
Primary Weapon: Sniper Rifle
Backup Weapon: Blaster Pistol
Secondary Weapons: Thermal Detonators (x2), Sentry Turret (x1)
The Sniper class is most effective at long range. If snipers must engage in close-quarters combat, however, they can pull out their blaster pistols and thermal detonators. They can also deploy sentry turrets to guard important areas. Their Surveillance ability allows them to spot enemy units on the radar and transmit those locations to teammates.
Ability: Mine Immunity
Primary Weapon: Shotgun, Blaster Carbine, or Heavy Pistol
Backup Weapon: Fusion Cutter
Secondary Weapons: Detpacks (x3), Health/Ammo (x3)
The Engineer functions as a support unit. The fusion cutter allows the Engineer to repair, build, and slice vehicles, turrets, or ammo/health droids. Detpacks can be used to destroy enemy installations, or to provide a nasty ambush for enemy units. Health/Ammo packs can dropped to assist teammates. In close-quarters combat, engineers can defend themselves with a shotgun, heavy pistol, or blaster carbine.
Thanks for reading! Stay tuned for more updates on the special classes!