View Full Version : Galactic Battlegrounds Expansion Summary

07-30-2001, 08:43 AM
:fett: :ewok :jawa :band:

Okay, so it's clear that the Yuuzhan Vong are the most popular for a possible future expansion pack. After all the debate sparked by my Ewok post (I asked the same question earlier in the official Lucasarts GB chat w/GarryG, but they didn't respond. However, they did respond to my indigenous life question, and my name appears in the transcript) we've come around to a more practical 3 or so civs rather than 6 more, plus some additional technologies, units, and perhaps a few unplayable races.

So, the Vong and Mon Calamari are definitely in. What is our third species? Here are a few suggestions.

If Sand People and Jawas are out, or used as indigenous life, how about a Tatooine moisture farmer civilization? I can see great culture opportunity (first Tatooine playables) with a comfortably adapted peacetime system. The war units shouldn't be too hard to drum up either (militia, armoured speeders, skyhoppers). and their primary enemies would be the Tuskens and Krayt dragons. This would be a light side civ.

Somebody mentioned Trandoshans earlier. This would be a great counter to the Wookiees, I think. Definitely a dark side race.

A Dathomir or Dagobah civ would be different from the others, and feature interesting Force opportunities, what with those Dathomir sith witches and all. Obviously dark side.

Lastly, I really believe the Ewoks are a capable race for Galactic Battlegrounds. They have land infantry, archery, and slingers, nasty booby traps and saboteurs, heavy artillery, and light air bombers. They build complicated treehouses and have a cool religious/governmental system, and their tremendous advantage is in their freedom from fighting on the ground below; if the action's too hot, they just need to bomb 'em with rocks, arrows, and tree trunks until they surrender. The Empire was at their mercy during the Battle of Endor. I think they're just as capable as the Gungans, and a whole lot less annoying. Their only lacking catagory is navy power, but every civ's got to have a weakness in addition to its advantage.

Now, what are the new technologies and units you think we need for the expansion?

07-30-2001, 09:39 AM
I have an idea! Let's talk about the actual game before we start discussing about espansions.


07-30-2001, 09:41 AM
Brilliant! Lets talk about this when the game *gasp* Comes out!

Tie Guy
07-30-2001, 09:50 AM
If we did that, the forums would die *gasp*

Shadow Hunter
07-30-2001, 09:57 AM

Young David
07-30-2001, 11:09 AM
Everyone who's tired of Expansion discussions raise your hand.

*raising hand*

07-30-2001, 01:10 PM
Expansions are fun to talk about :mad:

07-30-2001, 01:57 PM
Good Job Senate Guard!!! We needed this so we didn't have evreything everywhere.

That's true, the Vong and the Mon Calamari should be in.

For the third species I just got an idea. The Falleen.

These guys(Prince Xizor from Shadows) have reptilian ancestors, where very advanced, until Vader destroyed them. Besides that would be a great campaign. The Empire vs. The Falleen, and the bonus mission could be the Falleen beating Vader instead.

I would really like that, they are a powerful race (much more than Ewoks) they got good craft, (if you don't believe me, go play the last level of Shadows) like the Skyhook called The Falleen's Fist and the Star Viperswhich are the individual starfighters (equivalent to X-Wings).

07-30-2001, 01:58 PM
yeah, Falleen are awesome!!! I am a Falleen, that's why. I was so smart, that i decieved everybody at jedi knight to picture me as a Kubaz everytime they see me! ahahahahahah!!!!!

07-30-2001, 01:59 PM
btw, i'm an insane falleen, so do have emotions (all emotions except sad ones)

07-30-2001, 02:04 PM
lol Rogue, so you I assume you agree?

Boba Fett
07-30-2001, 02:15 PM
What about the Hutts? They could make a really cool and powerful civilizaton too. :jawa. Think about it, armed sail barges and Jabba as a hero character!

07-30-2001, 02:21 PM
How can you make a foot-troop out of the hutts? They didn't do anything, they hired people to fight. I would rather go to the Falleen.

07-30-2001, 03:08 PM
Compa_Mighty, you could use slaves. the hutts had tuns of slaves. They even had their own slave race, the Klatooinians. mercenaries and gammoreans would work to.

Tie Guy
07-30-2001, 03:09 PM
How bout the black sun orginization, they've got plenty of unit and stuff?

07-30-2001, 03:50 PM
*Raises Hand*

I still think you should wait and play it yourself before you talk expansion. Besides if you wanted an expansion you'd probably have to wait a few years and wouldn't that be fun?

07-30-2001, 03:54 PM
Nah... not years, at the most probaly 1 year :( which still isn't that good

Tie Guy
07-30-2001, 04:03 PM
Then what are we going to talk about?

07-30-2001, 04:04 PM
I don't know

07-30-2001, 04:04 PM
About how cool this game is going to be OR discussing previews that are posted OR about what units should be on what side.

07-30-2001, 04:40 PM
Well I'd like Falleen or the Black Sun, anyway, I was thinking for a new planet for an expansion: Baroonda. That swamp planet looks pretty cool in Episode 1 Racer.

07-30-2001, 06:35 PM
We should keep this thread on top, so the designers can read it, or ask the moderators to change it to the designers forum.

07-30-2001, 06:37 PM
Yeah well I'm sure the have heard about all the expansions and stuff. I started one at jk.net, there is one at force.net. Don't worry they know about it :cool:

07-30-2001, 06:59 PM
Bespin-civ sounds ok.
with guards, cloud cars, the whole Cloud City building-graphics..
ugnaughts as villagers...

woohoo !

Young David
07-30-2001, 07:14 PM
I'd vote for the Empire, Rebels, Trade Federation, Royal Naboo, Gungans and Wookiees ...

It's funny, talk in a AoM forum about an X-pack and people look at you as they've seen a Ghost ... cause there is no need for an X-Pack before the game is ready.

07-30-2001, 07:35 PM
i don't really see the point either. but the speculating is nice

Tie Guy
07-30-2001, 10:03 PM
The point is that it gives us something to talk about. How good of a topic would this be, "Which Civs are going to be in the game?" Everyone already knows, so it ain't worth talking about.

07-30-2001, 10:06 PM
Yep, so lets just do it! People keep saying it's stupid to do, but it's really the only thing to do... as of yet



07-30-2001, 10:59 PM
It's not stupid, how do you know they won't take our posts into consideration? Perhaps we inspire them for an x-pack... maybe :D

Tie Guy
07-30-2001, 11:20 PM
They're probably watching, you never know. But that doesn't mean they will heed our advice.

07-30-2001, 11:31 PM
That doesn't mean they don't.

07-31-2001, 03:35 AM
of course they're watching threads.
the Ensemble Guys from AOK are heavily involved in the official forums and read them all the time.
that lead to the official patch.

still, that was a year AFTER the expansion pack came out, so i reckon we'll have a long way to go..

Tie Guy
07-31-2001, 11:09 AM
yes, a very long time.

07-31-2001, 12:15 PM
Rather than limiting it to Hutts of Falleen, there should be something like Black Sun where both of those can be combined or maybe just a faction called Outlaws or Criminals or something like that.


07-31-2001, 12:17 PM
Well, you know thats a possiblilty :)

Tie Guy
07-31-2001, 12:25 PM
Yeah, a good idea that is.

07-31-2001, 12:57 PM
Strong with the force is that idea! :yoda:

Tie Guy
07-31-2001, 01:18 PM
It's ally is the force, and a powerful ally it is. :yoda:

(ok, let's not start this again)

07-31-2001, 03:03 PM
The Chiss... see the Yuuzhan Vong thread.

07-31-2001, 04:01 PM
i'd say bring in some kind of smuggling group (Karrde's group ?) and link them to the whole market-principle from AOK.

Tie Guy
07-31-2001, 04:13 PM
Yeah, they could be a non-playable group.

07-31-2001, 04:21 PM
well, not exactly. you see, in AOK you have to buy trade-wagons that transport gold from another market to your market (depends on who you're allied with). the bigger the distance, the more gold, etc.
I'm thinking of being able to buy transports for the smugglers to do their work, but THEY set the price. sort of like the trade port in the original Dune RTS game.

07-31-2001, 04:23 PM
I'm not a big fan of that idea. The trade cart way is fine with me ;)

07-31-2001, 04:25 PM
well how about if you would do the smuggler group favors (like destroying certain units / buildings that stand in their way, and their prices become all the more favorable to you ? that way, you work at getting them to act your way and still have influence over a neutral group.


Tie Guy
07-31-2001, 04:32 PM
Yes, that would add another element to the gameplay.

07-31-2001, 04:33 PM
i know, i posted it. ;) ;) ;)

Tie Guy
07-31-2001, 09:53 PM
gtting a little cocky are we? :D ;)

07-31-2001, 11:30 PM
the Ssi-ruuvi!
or the hutts or the chiss (thrawn's race)

08-01-2001, 06:17 AM
tie: i'm sure you can appreciate the feeling.. :D

anyway, i really hope they put in some neutral elements that really create the impression of a living, breeding world

Tie Guy
08-01-2001, 09:33 PM
Yeah, but how realistic is a smuggler faction trading items between the Rebels and Empire?

08-02-2001, 05:09 AM
as realistic as it gets in the SW-universe. there's mention of numerous smugglers in the book-series that occasionally work for both factions

Tie Guy
08-02-2001, 06:11 PM
they may work for both, but that doesn't mean they shipp thing between the two, why would they trade with and support the enemy?

08-02-2001, 06:13 PM
TIE has a point

08-02-2001, 06:15 PM
..because they're smugglers. and for smugglers (the regular kind, at least) money is money.

Tie Guy
08-02-2001, 07:14 PM
It doesn't matter what the smuggler think, the Alliance and Empire wouldn't do business. period.

08-02-2001, 07:16 PM
You gotta admit Paragon... TIE is right :(

08-03-2001, 07:55 AM
he isn't. :D
in the books, Karrde's smuggler-organisation deals with both the Empire and New Republic. Why ? Because business is business. only with things like fighting and killing did Karrde disagree - they were not mercenaries.
so if it's just trading that's needed, they'd be up for sale.

you know it makes sense, but you won't agree simply because it looks cool to another forummer.. ;) So i'll just agree with myself..

Sith Lord
08-03-2001, 11:31 AM
The ancient Sith should be a new civ complete with their own campaign: The Rise and Fall of the Sith Empire.

On the other hand if that didn't happen, with a REAL campaign editor the gungan stats could be changed so we could make them into the Sith: gungan troopers into massassi warriors, gungan jedi upgraded to make Sith Lords and all kind of goodies.

If anyones wondering were I get this, in the Dark Horse comics the Sith weapons were organic just like the gungans, but a little stronger I believe.

Tie Guy
08-03-2001, 11:49 AM
Originally posted by Paragon_Leon
he isn't. :D
in the books, Karrde's smuggler-organisation deals with both the Empire and New Republic. Why ? Because business is business. only with things like fighting and killing did Karrde disagree - they were not mercenaries.
so if it's just trading that's needed, they'd be up for sale.

you know it makes sense, but you won't agree simply because it looks cool to another forummer.. ;) So i'll just agree with myself..

Sure they do business with both sides, but never between the two sides, as you were suggesting.