I’m not a game designer and I’m vaguely familiar with the work that goes into making a quality video game. If you’re looking for technical analysis, I can tell you that I don’t have that knowledge. But what I do have is a vivid imagination, an imagination that I have acquired over an admittedly short career, an imagination that can be a nightmare for game designers. If you ignore this article now, that will be the end of it. I will not bore you. I will not pitch to you. But if you make what I’m asking for, I will look for your game, I will give you my money… and I will play it.

THE ULTIMATE STAR WARS BATTLE GAME

Now that’s one hell of a distinction to live up to, but what does it entail? Simply put, this game idea would combine elements of the FPS (First Person Shooter), RTS (Real Time Strategy), and TBS (Turn Based Strategy) genres to create a hybrid game that not only puts players in the ultimate Star Wars battle experience, but is also inclusive of multiple gaming styles. More specifically, this idea is more or less a combination of two Star Wars games from the past: Battlefront 2 (on the PS2) and Empire at War. The technology is now available for a game of this magnitude and I believe that it could live up to the designation of the ultimate Star Wars battle game.

For players of either Battlefront 2 or Empire at War, this theoretical hybrid game would center around Galactic Conquest mode. For those not familiar with either game, the mode is exactly what it sounds like: you try to conquer the galaxy. Both Battlefront 2 and Empire at War have this gameplay mode and the overall execution is the same, but going about it is very different in each. In Battlefront 2, Galactic Conquest is a mixture of TBS and FPS while in Empire at War its just RTS.

GALACTIC MAP MODE

At the start of the game, the player or players will decide on how they want to proceed in Galactic Map mode, which is the map of the galaxy that shows where everyone’s forces are. The decision players must make is whether or not they wish to play Galactic Map mode as a RTS or as a TBS. Once the type of game is agreed upon, the game begins.

Players then build their fleets and train their armies and garrisons to defend their planets as well as to conquer their enemy’s planets. As for the specifics of each planet’s defenses and the types of units spawned, this is where the Empire at War influence is strongest. Players will have the opportunity to train units, build vehicles, and customize planetary defenses to their specific desire for each planet. It would NOT be like Battlefront where you just have the force the game assigns you for a specific planet. Forces are totally customizable and transferable from planet to planet.

SPACE BATTLE MODE

Once you have your defenses prepared and invasion forces ready (or not if your opponent was quicker), then you can try to win the galaxy. You will have to defend the planets you already occupy from invasion while simultaneously invading and conquering enemy controlled planets. Whenever an invasion begins, the invaders will need to secure the atmosphere before they can launch a ground assault.

A space battle will combine elements from both Empire at Warand Battlefront 2. The Empire at Warinfluence comes, as stated before, from the units you bring into the battle. If your fleet consists of two frigates with X-Wings and Y-Wings, that’s all you’ll have in that particular fight. If you have a larger, more diverse fleet, then you’ll have access to all of those crafts for that particular fight. There is also another Empire at War influence in terms of possible battle tactics.

When a battle starts, it will be as a FPS like in Battlefront 2. However the player will have the option to change the gameplay style for their side and fight a battle like in Empire at War instead of Battlefront 2. If you want to be on the front lines, then you play FPS style. If you’d rather take a general’s position, then the RTS option is better for you. To take overall command, a player would simply go to the command center and assume command.

GROUND BATTLE MODE

If the invading force wins in space, then they can take the fight to land. Firstly, the invading force will need to establish a landing point for the rest of their invading forces. On the initial descent, the defenders will usually have the advantage, however the attackers can level the playing field through the use of fighters, bombers, and cruisers from their fleet above. Once the invaders land and establish a command post, then the battle would proceed like a normal Battlefront 2 fight unless, of course, the invading player stays at the command post and directs the overall assault RTS style.

A planet is captured when the invading force manages to wipe out all the defenders or the defenders elect to retreat and escape to another friendly planet. The defenders win by wiping out all invading forces, securing all landing zones so that the invaders have nowhere to land, or forcing the invaders to retreat to space. If the defenders manage to hold the ground on a planet, they are still trapped because of the occupying fleet. That force does not leave if a ground invasion fails. The only way defenders can be liberated is if another friendly fleet comes to their rescue and wins a space battle over the planet, driving away the invading force. This process repeats itself until one side wins the war and succeeds in Galactic Conquest. As a side note, the game would have a skirmish mode as well, but that would just consist of battle mode with strategy elements only implemented if a player plays it as a RTS.

So that’s basically the game. I had many specific details on how the mechanics would work, but cut them out due to length. Do you think that something like this is possible? Would it be something a lot of players would enjoy? Share your thoughts below!