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Star Wars: Squadrons

EA berättar om klasserna i Star Wars: Squadrons

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Star Wars: Squadrons släpps den 2 oktober och ser ut att bli en våt dröm för alla hugade skrivbordspiloter som drömmer om en karriä rbland stjärnorna. Nu har EA Motive berättat mer om spelet på officiella hemsidan, och bland annat förtydligat att dessa är de skepp som kommer finnas med i spelet (ej ny information, bara uppfräschande av minnet):

● T-65B X-wing starfighter
● BTL-A4 Y-wing assault starfighter/bomber
● RZ-1 A-wing interceptor
● UT-60D U-wing starfighter/support craft
● TIE/ln starfighter ("TIE fighter")
● TIE/sa bomber ("TIE bomber")
● TIE/in interceptor ("TIE interceptor")
● TIE/rp reaper attack lander ("TIE reaper")

Skeppen påminner om varandra (och har olika klasser såsom strid, bombare eller support), men har såklart unika funktioner som får dem att sticka ut. Precis som i exempelvis Elite, kommer det vara nyckeln till framgång i Squadrons att hålla reda på energin fördelat på motorer, lasers och sköldar. Det gäller att hitta en balans och om du maxar en av dessa tre områden så får du en bonus. Max laddade motorer ger en fart-boost, lasrarna blir 'overcharged' och sköldarna bli 'overshields' - vilket betyder dubbla effektiviteten.

Spelets creative director Ian Frazier berättar också mer om designen av cockpit, och hur de arbetat med att få allt att knnas både välbekant men ändå fullt fungerande:

"When we want to communicate the charge level of your lasers in an X-wing, we design the cockpit instruments for that as if we were Industrial Light & Magic (ILM) building the prop in the '70s. We don't say "put a red light there," we say "if you needed to physically build this using the sorts of parts that ILM had, how would it be built? Is that light a bulb? An LED? How would it be integrated into the dashboard and how would its light interact with everything around it. We ensure the screens are CRTs with appropriately curved monitors, and so forth.

We also try to come at it from a purely fictional angle, pretending we're employees of Incom or Sienar Fleet Systems and then asking "how would we build this?" This was particularly the case with the TIEs, where there was no existing canonical guide [when we started development] as to how exactly those ships are piloted, which meant we needed to figure out the way things like the control yoke actually worked in a very practical sense. This was a ton of fun because it meant working with the team at Lucasfilm, animators, and mocap actors to land on an approach that fit with what we saw in the films but is believable in terms of how a real pilot would need to operate the controls to pull off complex manoeuvres."

Låter kort sagt som en liten julafton för Star Wars-entusiaster, eller vad säger ni?

Star Wars: Squadrons

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