Star Wars Squadrons Details Power Management, Ships | Game Rant
Star Wars: Squadrons is only a few months away and promises to be one of the most immersive flight simulators to date, with Squadrons being first-person only. EA has released more details around how game logistics such as power management and vehicle classes will work, as well as sharing which starfighters players will be able to fly.
Star Wars: Squadrons will be a completely accurate depiction of going into an aerial battle with the Empire and the Rebels. The multiplayer experience will allow players to choose their side and form a five player squad in both dogfight rounds or a story campaign. A lot of emphasis has been placed on customization with players given the ability to build out their starships and assemble their team to be best suited to the mission.
In a lengthy new pilot briefing, EA has revealed more details around the different starships in Star Wars: Squadrons and their unique abilities. Every ship will have the base features of primary weapons, countermeasures, hull outfitting, engines, and two auxiliary abilities, and some will also have shields.
Power management has been flagged as a core feature of Star Wars: Squadrons, giving players the ability to reroute power to either the engine, laser or shield systems. As expected, increasing power to one system will increase its proficiency but lower the efficiency of the other systems at the same time. Maxing out a certain system will give the ship extra abilities.
Speed boosts, overcharged laser fire, and up to 200% shielding are examples of these unique powers. There will also be the option to toggle between front and back shields as they need. Players will need to think carefully about when to max out their abilities as it will also leave them exposed in other areas.
The briefing also details the ship's health monitor which is marked on a scale up to 100. Astromechs and repair components will be available to restore health or players can return to the hangar for a full repair. Ships will also need to resupply on ammo for certain weapons such as mines and torpedoes, but regular laser weapons will recharge over time. Support starfighters also seem to be a necessary part of Star Wars: Squadrons as they essentially play the medic role.
EA also revealed the eight different starfighters players will be able to choose from:
● 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”)
The major difference to take into account is that the four rebel ships and the TIE reaper have shield capabilities, while the others do not. To make up for this the other three TIE's have increased agility and firepower. There are also four classes of starfighters:
- Fighter class ships: (X-Wing and TIE Fighter) are the most balanced for dogfighting and are a good all-rounder.
- Interceptor ships: (A-Wing and TIE Interceptor) are tailored for dogfighting with high-speed lasers. They can typically deal more damage than they can take.
- Bomber ships: (Y-Wing and TIE Bomber) slower-moving but with huge damage capabilities, ideal as front fighters.
- Support class ships: (U-Wing and TIE Reaper) can resupply and repair other ships as well as use abilities like tractor beams, drop mines, and deploy turrets.
Lastly, creative director Ian Frazier explained the detail that has gone into creating each unique starship's cockpit. Star Wars: Squadrons will be attempting to blend a realistic look with the aesthetic of the films but also display the necessary gameplay information in the interior of each starship. Despite this detail, players will be able to switch off the HUD in Squadrons to increase the immersion level.
Star Wars: Squadrons will release October 2, 2020, for PC, PS4, and Xbox One.
Source: EA
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