In a new post on the official EA website, game developers Motive Studio shared brand new information about the upcoming game including details on a power management system, the various classes available in the game, and so much more.
As explained in the post, Squadrons will have eight starfighters; the T-65B X-wing starfighter, the BTL-A4 Y-wing assault starfighter/bomber, the RZ-1 A-wing interceptor, the UT-60D U-wing starfighter/support craft, the TIE/In starfighter (TIE fighter), the TIE/sa bomber (TIE bomber), the TIE/in interceptor (TIE interceptor), and the TIE/rp reaper attack lander (TIE reaper).
As shown with the starfighters, the game has four starfighter classes; Fighters, Bombers, Interceptors, and Support ships. Most of the ships are balanced between the two factions but the four New Republic starfighters and the TIE reaper all have shields while the others do not.
Each of the different starfighters will share some of the same base features but will also have their own unique handling and functionality. Each fighter has primary weapons, a hull outfitting, engines, two auxiliary abilities, countermeasures, and some have shields.
Squadrons will also have a power management system in which players can divert power to subsystems such as engines, lasers, and shields. While you’ll be fine with a balanced system for most of the time, you may need to divert power and prioritise certain systems for survival. However, players will be able to choose between a simplified power management system and one that’s more complex.
Recreating The Starfighters
Motive Studios ended the post by discussing how the development team worked tirelessly to recreate the iconic starfighters. Ian Frazier, the Creative Director at Motive Studios, said: “A big part of our work in bringing these starfighters to life has been the creation of the cockpits.
“They’re challenging, because we’re trying to look as realistic as possible while matching the aesthetic from the films and incorporating the necessary gameplay information as naturally as possible. How do we convey the state of your shields or the status of your target, for instance, in a way that feels like it belongs in the Star Wars galaxy?”
He continued: “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 toke 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.”
Star Wars: Squadrons is set to release on October 2nd, 2020, on PlayStation 4, PC, and Xbox One. Nothing has been said about next-gen versions of the game but we can hopefully expect information at Microsoft’s upcoming Xbox next-gen showcase later this month.
Image Credit: Star Wars: Squadron YouTube Gameplay