User:Anakin Skyobiliviator/My Battlefront 3 Description

'''Attention: This description is strictly fanon, or a story a user makes up, so this is not official. Do not use this as a reference to write an article about. And please respect the writer by not copying his work. Thank you.'''

Star Wars: Battlefront 3, SW:BF3, or just simply BF3, is a Star Wars game that utilized a unique combination of first person/third person shooter and a real-time strategy game developed by EA DICE for Xbox 360, PC, and Playstation 3 market. This is the sequel of the famous Battlefront series, featuring upgraded contents that give Star Wars fans a new experience within the galaxy far, far away.

What differs from this game at the most is the way it contain a combination from their predecessors include with new additions including: underwater action in some maps, and incorperated RTS Chain-of-Command "Battle Chatter System" or BCS

BCS
Perhaps the most expected addition to the is a new feature for shooter games, first time added in Battlefront 3; is the Chain-of-Command Battle Chatter System, BCS for short. BCS is a Real-Time Strategy (RTS) software that allow the player to control an amount of AI units by opening their map screen and is the alternative to the game "follow" commands. The number of unit that can be controlled each time depends on the player's game rank, highest being Veteran that can control 36 units and the lowest being a Squadron Leader and controlling five unit; though when opportunity provides the player to play a hero, the player rank status becomes a general and he or she can control every friendly unit for their side as long as the hero is still alive, otherwise, the rank will revert to original ranking before the hero was selected.

Through BCR players can command AIs to climb aboard a vehicle and cover your back as you find cover, ask them to secure an area, and even focus their fire on a target at a strategic standpoint. One trailer shows the player commanding a fellow clone trooper to board a fighter and cover his ground troops. Unlike RTS, however, the units will continue to move around the battlefield like a standard AI when they have reach the end of their assigned pathway if they do not recieve next command within a minute. During the "awaiting orders" moment, they are easy target for enemies to pick off.

BCR will not work when the player is within the effective range of a functioning enemy sensor jammer, which its field is shown by a "black void" in a map where the sensors are jammed. Controlled units also cannot be drawn into the field, and will continue at their own pathing upon reaching the border of the field. Another hindrance is an exposure to EMP grenade, which will disable the BCR for approximately a minute.

It should be noted that utilizing the BCR does not protect you from incoming fire, so it is best to hide before activating the feature.

Follow Command
While the BCS is a great innovation, the follow command is still present primarily because the system doesn't allow the units to follow the player - that is, unless the player want to open the map screen every other second to regather the group due to AI pathing. The follow command, like the BCS, follow the basics of rankings to show how many unit can follow the player. Both commanding techniques are limited to be utilized on those in the lower rank, with an exception with the beginning rank of a normal infantry, who can ask one other infantry to follow him. Heroes do not have an ability to utilize the follow command.

Fighter Escort
Much like the follow command, the player can fly in a formation surround by fighter escorts. To accomplish this, the player will have to engage the follow command while on the ground and enter the vehicle or do so while inside the vehicle (all the positions in the vehicle have to be filled or a nearby soldier will fill the empty position). Note that the fighter escort number is different from the follow command number, and if the number of unit following exceed the escort number, extra units will ether break off from formation or in the case that they are not in a vehicle, wonder off. Units that is under Fighter Escort command but have no vehicle to follow in will also break off. Like the BCS and the follow commands, a unit can only request units of lower ranking to follow. When they are within a vehicle a multi-position, the overall rank of the vehicle depends fully on the pilot's ranking. An example of this is if the player is a Squadron Leader, and even though there is a Commander in the vehicle, the pilot of the vehicle is an Infantry, the player can still request the entire vehicle to follow the player. When the player crashes or get destroyed, the escort will pull out of formation. Same reaction occurs when the player is heading toward a hangar and/or landing - with an exception of transports, who will land along with the player. Like the Follow command, Heroes cannot obtain fighter escort.

Rankings
The rankings in the game determine which unit can the player request will to follow, the number of fighter escort the player can obtain, and commandeer via BCS.

Gameplay in relation to Ranking
While the weapon of each classes does not change it's effect - as an engineer will always have a short-range weapon; whether the player is an Infantry or a Veteran - the power and accuracy of the weapon does increase as well as increased health with every promotion. Another way to distinguish a player of different ranking is their gameskin. Infantry often bear shiny reflective armor, while Veterans often have dull and dusty armor with few markings to show rank, whether it is a color pattern or a decorative metal plates or even both. AIs often come in a variety of ranking; though the spawn rate is set to the setting where higher the rank, the rarer the unit spawns, which is a blessing because Veterans are notoriously hard to kill. AIs of higher rank take full advantage of their accuracy, and caution is a must if the player chooses to engage as a lower rank.

Other Changes
The game also changes some other aspects of the game which can effect gameplay in different ways; while at the same time, give vetrerans a new feel for the game.

Jetpack Dynamics
The fuel for jetpacks now no longer regenerate. Though the duration from initial ignition and the final burst before running dry is longer than the previous games, continuous flight is not recommended. The ignition consumes about a sixth of the fuel bar but provide enough thrust to push the player around seven feet into the air. Despite the thrust output, the technique of "ignition burst-flying" is highly inefficient, as a controlled cruise while maintaining the same altitude uses much less fuel.

The direction for flying also effect the efficiency. Since the player now takes fall damage even if it is an airborne unit, a thrust is required to break the fall. A descending slope flight a fifteenth of the fuel bar per second, which is twice as less than flying in an ascending slope, while maintaining the same altitude in a line uses around a tenth per second. Hovering drains the fuel bar quite rapidly, around an eighth of the bar per second.

When the fuel level is lower than a forth of the bar, the thrust will start to flicker, naturally bringing the player lower on the ground as steering becomes more and more resistant. When the fuel cell is spent, one of three animation will occur where the player "throws away" the jetpack. If the player is not on the ground by the time the fuel cell is depleted, the animation will not play till the player hits the ground, unless the player dies from fall damage. Once thrown away, the airborne unit is essentially a ground unit from the point on until the player dies, where the jetpack will be "replaced" when the player respawn. It should be noted that Jango and Boba Fett does not "throw away" their jetpacks even when the fuel cell is spent.

Jetpacks also prove to be a minor threat, as the downwash of the ignition thrust can injure the player or AI that is near it, and in some cases, catch on fire. After the ignition phrase, the thrust is harmless. Another new feature is the ability to "boost" in flight. This will cause the player to lie parallel to the ground to be streamlined and the jetpack speed will triple. At this mode, the fuel consumption is a sixth of a bar per second. This allow the player to get between great distances in short amount of time. This mode does not follow the directional flying efficiency, as it uses the same amount of fuel in all directions. In this mode, a collusion with an object will cause damage and can even be fatal, depending on the current health; as a collusion takes away two third of the original health. Ramming into an AI or another player can cause equal damage to both entities.

The jetpack is also a new weakness for airborne units. If the jetpack is hit while in flight, the result can vary from a lost of control to a violent explosion. While on ground, damage may cause an unexpected and rapid take off - which the player or AI in control will die from fall damage - much like the jumpack effect in Battlefront 2, or another result of explosion. When the jetpack is "thrown away" this weakness no longer exists. In the cases of Jango and Boba Fett, who's jetpack cannot be discarded, a damage will render the jetpacks useless whether the fuel cell are full or otherwise. If the player is one of the Fetts, this is indicated by a red shade blinking on the fuel bar. This damage will be "repaired" when they respawn.

Weather/Day-Night Cycle
Most maps now incorperate a functioning individual Day/Night Cycle. The lenghts of time to switch from day to night depends on the map. For example, Tatooine's map allow a longer day cycle to replicate the double sun than, say, Polis Masa. This cycle of lighting also brings the concept of weather. The map that shows the most prominent display of weather in relation to Day/Night cycle is Hoth. During day time, the lighting makes each entity hard to see, while at night, where darker objects become apparent in the white contrast, chances of blizzard are high. When a blizzard starts, other than the night time's "cold effect" where vehicles are slower to accelerate and all entities with exception such as some Tauntauns and most Wampas "freeze to death" by slowly draining health when they are outside from shelter, the visiblity lowers to the point where the nearest thing that could be seen is around ten feet away.

In vastly populated planets, such as Coruscant, the Day/Night Cycle is not as noticable at lower elevation due to light pollution. Others, such as Felucia, the cycle is very apparent and the only light source would be the moonlight. Maps that are indoor, such as Tantive IV, Death Star, and Jabba's Palace does not include either Day/Night Cycle nor Weather. While planets like Kamino, where the thunderstorm weather condition is very frequent, and even when it isn't rain, clouds always cover the sky, the Day/Night cycle are shown by lighter or darker shades of grey in the cloud. Some weather patterns have an abilty to scramble the player's game map. How heavily the weather influence the map can be judged by how frequently the map is distorted or fluctuated. On weather like a blizzard, the map fluctuation may be so intense that the player cannot properly use the BCS. The weather effect are negated outside of the map's atmosphere zone.

Reinnovated Aerospace Combat
Other than the squadron system and the point that now space is connected to the ground via atmosphere, the combat sequence is also altered in a way to fit realistically. In the atmosphere, a series of invasive manuvers, trick flying, using boost for diving, or a boost at prolonged period and suddenly turning at a sharp angle can cause the player to blackout from the G forces. Strain from the G force can be determined by a red glow from the screen, the more it moves toward the center, the more strain. Eventually, the screen will throb and fade to black the player will die. To prevent this, the player should stop using complex manuvers until the red glow fades away. This factor does not exist on heavier vehicles that does not perform rapid manuvers, such as a transport.

In Space, this G force threat does not exist. To stimulate danger to keep the player alert, the orbit is usually contain a small amount of space debris drifting around. A small debris is usually harmless to any craft other than a small scout craft, though hitting it while in boost will cause damage. All debris can be shot down, though the number of shots required depend on the size. The size of any given space debris can range from a size of an astromech dome to a half of a Rebel blockade runner.