Star Wars Squadrons is a space combat simulator in the same vein as the old school X-Wing series. Ships behave like they are in atmosphere but without gravity, so don't expect some 6DF style space combat. This is basically WWII dog-fighting but in space. It will be releasing on PC, PS4, Xbox and is playable in VR.
This is not set to be a "live service" game. So there will be no microtransactions. Hard to believe, I know, but its true. They have also said that there is currently no planned DLC, but if the game performs well, they will definitely add to it.
Here's some general information and gameplay:
https://www.youtube.com/watch?v=nCcfJ9uEwvshttps://www.youtube.com/watch?v=5zEjIEP1038RETURNING FEATURESSingle and Multiplayer
There will be a single player story with multiple missions and challenges in each mission to bring you back over and over until you can perfect it.
All single player missions can also be played as a squadron, bringing some good co-op action (This might not be true). Multiplayer competitive comes in two modes: Dogfighting (like the old series) and the new Fleet Battles.
First Person Cockpit view only
A key feature of this series of games is that the only view available is from the cockpit. No third person view at all. Luckily the cockpits are incredibly detailed and give all the information you need while in combat. Here's an example:
Power Management
Every ship can change how much power goes into individual subsystems. Ships can modify the power going into engines, lasers, and shields (if your ship has shields). The game allows quick and easy control of this management by putting full power into an individual system with a single button press or it can allow more fine grained control by adding/subtracting power from an individual system one pip at a time. When a system has more than average power, it gains a benefit. Shields gain more than allowed strength. Lasers can get a quick buff to damage. Engine store up boost that can be used later. While a system has less than average power, it loses effectiveness. Shields/Lasers recharge slower or not at all. Engines make your ship much slower and less maneuverable.
Shield Management
Ships with shields can angle their shields so that it can absorb more power to either the front or back. This will remove the shielding to the side that it is not angled to (assuming no overcharge).
Capital Ship Hardpoints
Star Destroyers and Cruisers have hardpoints that can be targeted and destroyed. They each have three subsystems that can be destroyed and make the capital ship easier to take down. Shield Generators will drop the shields when destroyed. Power Generator destruction will cause small electrical weakspots on the ship. Destroying the Targeting subsystem will reduce the capital ship's aim.
NEW FEATURESComponents
Each ship can now be customized in functional ways that change the behavior of the ship. Shields, Hull, Lasers, Utility, and Engines all have slots that can be swapped out to have modify the ship in interesting ways. Each modification comes with an upside and downside. You can equip a hull that takes less damage from lasers but more from missiles. Or shields that have double the strength, but do not regenerate once they are knocked out. Here's the full list we currently know about:
Fleet Battles
This is the premiere multiplayer mode launching with the game. Its 5v5 that can also be played against AI. Each side is trying to destroy the other side's capital ship. Its all based around a tug-of-war morale system, where the more a side dies, the more the morale meter goes to the side that is killing. Once one faction pulls the morale all the way to their side, they can make runs on the capital ships. First you gotta destroy their two frigates, then you can take on their Star Destroyer or Cruiser.
Ship and Player Visual Customization
Ships now have a large variety of liveries. Your cockpit can have bobble heads, hanging ornaments, and/or holograms adorning it. You can also customize what your pilot is wearing.
Here's some more videos
Fleet Battle gameplay with no commentary after the first bit:
https://www.youtube.com/watch?v=j8DqNiDmNXg
Informative Commentary filled stuff
https://www.youtube.com/watch?v=N3L8BkI7jE4https://www.youtube.com/watch?v=yGSkCalsisUhttps://www.youtube.com/watch?v=1KToHxBkvV4
Posts
Hey that's a copy of my OC, Dash Katarn!
This is great news. I’ve always preferred in-cockpit views even in fairly casual air combat and racing games, but when they’re optional, using them puts me at a disadvantage. Nice to know this game is designed, like classic space sims, around the front office view.
Nice OP, by the way. Lots of info and footage.
Sounds interesting. I hope there are good rewards for players who stick around for the whole match, staunchly defending their capital ship. If not, and especially if the stat tracking prominently features a Kills/Downed ratio, then in practice this might resemble the ragequit-based morale system in Call of Duty.
Not to be a downer. I’ll give the developers the benefit of the doubt, here, that they’re taking that into account.
I presume this is what would have been at the Squadrons panel for Star Wars Celebration.
Gah I should be in Anaheim rn.
Edit: I know this has already been posted I'm just too lazy to quote it.
Resident 8bitdo expert.
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Law and Order ≠ Justice
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Form what I heard, mines were one of the most divisive components in the playtest. Very quickly a few players realized that the cooldown for mines was very low and their tracking was very high. So those players would just go around spamming mines all over the map and ended up on top of the leaderboard in every game. Normal mines are annoying on their own. Turret mines by themselves are also frustrating. Both of them combined and spammed all over the map created serious problems. By the end, people were learning perfect places to put turret mines that made it even harder to counter than earlier in the playtest. One of the big concern from players was that if one person doing this created these kinds of problems, imagine entire squads of support ships. It could be gamebreaking. Increasing cooldown and reducing effectiveness was one of the biggest feedbacks given. From what I've been told at least.
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It's me. The gleeful minepooper. I will coat screens in mines if you let me. Mines are funny, you see; almost as funny as indirect artillery.
I would be very sad if mines were not useful. Mines are almost never useful in any context, and that is sad.
uh
The ship has to ready and arm the mine, which takes some time for the component to do.
sure, lets go with that
Considering you can resupply in this game by flying and stopping under frigates and into the capital ship, having a static number doesn't do much to curb laying them all over the place constantly.
Given that people usually react to mines or other placed/static forms of offense with "lol no skill" and "nerf it" until it's basically reduced to garbage, I am not hopeful for that space to become populated.
I hope in the future some freighters get added. My dream is to man a turret in the Falcon while Chewie flies.
The only things that don't look fantastic to me are the concessions they're making to keep the TIE Fighter balanced with, say, the X-Wing, but I think I can actually deal with that, and anyways it's made up for by the fact that they're doing some exciting stuff I didn't even have in my imagination, like replacing the fun but tremendously simple and limiting flight model from the thousand-year-old sims I played as a kid with a much more interesting seeming model that lets you do some cool stuff.
I also wish the campaign were going to be longer and more involved, like the original campaigns, but these days I imagine it's super expensive to make, like, one more mission, cuz you need story and voice acting and animation and so on, whereas back in the X-Wing days you could just be like "you need to scan six freighters, good luck" and your mission was done.
Watching the trailers makes me want to go re-read my old X-Wing novels
I look forward to absolutely sucking at this game :biggrin:
While its not the same as having a super long single player campaign, all the multiplayer modes in the game can also be played single player against AI.
I was assuming like most games that have a mix of single and multiplayer, that there would be a single player mission per multiplayer map or per ship. Which would lead to something like 8-10 missions.
However, after hearing about the intro mission and seeing the mission in that trailer, I've upped my hope a bit that we might be getting a bit more than just that.
X-wing - 38 single player missions, 18 historical missions, proving ground for each ship. No multiplayer (obviously)
TIE Fighter - 36 single player missions*, 28 training scenarios (4 per ship). No multiplayer (obviously)
X-Wing v Tie Fighter - 8 missions (no cut-scenes or story) to be played co-op or multiplayer. Multiplayer Dogfighting.
X-Wing Alliance - 53 single player missions, mission editor for multiplayer(?), for some reason couldn't find info on the multiplayer stuff.
I think Squadrons will straddle the line between X-Wing/TIE Fighter and X-Wing v Tie Fighter. I can almost guarantee we will be getting more missions than XvT, but I doubt we'll get up to anything even close to the 30+ missions of the earlier games. I'd consider us lucky to get 16 missions (8 per side). If we get 10-12 per side, I'll be very happy. Especially considering they can all be played as a squadron and each mission has multiple different challenges to complete. Tack that campaign alongside the multiplayer modes that can also be played against AI and I'll be over the moon.
Hopefully if this takes off and makes money, we can get something like X-Wing Alliance in the future. I didn't realize how huge that game was in comparison to the others.
*Reading the wikipedia for this reminded me of the secret sith dude that gave optional objectives in each mission for TIE Fighter. I had completely forgotten about that entire thing, but man if I didn't love that entire aspect of that game. It felt so cool getting secret objectives like that.
Thank you that’s my take
What about the Rogue Squadron games, out of curiosity?
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
Rogue Squadron - 15 single player missions, 2 secret missions, no multiplayer
Rogue Squadron II - 11 single player missions, 5 secret missions, no multiplayer
Rogue Squadron III - 13 single player missions, 2 training missions, 5 secret missions, 5 multiplayer modes
So I'm guessing Squadrons will have about the same amount of (maybe a bit more) single player content as those games did.
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
Battle for Naboo - 15 single player missions, 3 secret levels, no multiplayer
God I miss Rogue Leader. Sure, it was simple, but it was so fucking stylish and felt so good to play. I never should have sold that game. I've been looking since then for an arcade style space game that feels anywhere near as fun.
Yeah. EA hasn't been great with the license. BFII was fun but ruined for me by the microtransactions. Fallen Order was actually good. Everything else they've made has been what? Mobile cash grabs?
I too am worried that EA will find a way to screw this up. Despite the footage looking great and the things I heard from the playtest, which made it sound like a great successor to those original games. I'm worried there's something hidden or not revealed yet that will monkey paw this entire thing.
pleasepaypreacher.net
"EA" didn't make this game, give the small team that put their heart and soul into making this a thing the credit they are due.
Further, EA has had 3 major Star Wars games under their belt since making the deal, 2 of which were great with one being among the greatest Star Wars games ever (JFO). If you go off their actual record and not just public perception of what people think their record is then there's nothing to worry about. I'll start crying about EA when when I see a stop to the momentum they've been building since they fixed BF2.
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
It is $40, yes
I know EA didn't make the game, but as a publisher they have a long history of messing with the monetization of games under their umbrella even going as far as forcing devs to shove unnecessary things in their game for gross monetization schemes.
EA's track record isn't great. There's a legit reason to be worried about games they touch. I don't think we have a reason to be worried about this game. Especially since they've stated outright that there are no micotransactions at all. But that doesn't completely remove the worry in the back of my head that they'll find someway to put a little poop in the ice cream.
It also is provoking fond memories of the Star Wars Phalla where we were dogfighting to test new ships.