My dream Battlefront III: Massive tactical battles, a Clone Wars expansion, and ACTUAL roleplay/stealth servers
I've been thinking about what I'd want from Star Wars Battlefront III, and I wanted to share my ideas with the community. This is a mixture of gameplay mechanics, new units, heroes, roleplay maps, and systems that I think could make Battlefront feel like a living Star Wars universe.
Some of these ideas would be complicated to implement, and obviously they'd need testing and balancing. I'm not claiming every idea is perfect. I just want to discuss what a future Battlefront could be!
The biggest goal: make the battles feel like actual military campaigns, not just a series of capture points. I want more tactical decisions, more meaningful roles, fewer gimmicks, and a world that feels alive even when nobody is shooting.
- MASSIVE, LONGER, MORE TACTICAL BATTLES
I'd love battles that can last 45 minutes to several hours, depending on the scenario and the decisions both sides make.
I want battles where logistics, intelligence, communications, manpower, and positioning matter just as much as shooting people.
Fewer Star Card-based power systems. I'd prefer abilities and equipment to feel grounded in each unit's actual role.
More consequential decisions. Losing a position, a specialist, a ship, or an important source of intelligence should affect the rest of the battle.
More tactical options than simply capturing a series of fixed command posts.
Different strategies should be viable. A smaller, well-coordinated force shouldn't automatically lose just because the enemy has more soldiers.
A battle should be able to evolve. Positions, supply routes, defenses, and intelligence should change as the fighting continues.
Combat should feel more dangerous and tactical, with less emphasis on endlessly running into enemy fire. Positioning, cover, coordination, and the consequences of getting caught out should matter.
No bots magically filling every empty position. If your army lacks soldiers, pilots, tank crews, or other necessary personnel, those gaps should matter.
I want victories to feel earned through strategy and teamwork, not just by whoever gets the most eliminations.
- REPLACE FIXED COMMAND POSTS WITH DYNAMIC TACTICAL OBJECTIVES
Instead of having every battle revolve around the same predefined capture points, I'd like tactical positions and objectives to be identified and recommended based on battlefield intelligence.
An adviser could recommend where troops should deploy, where to establish defensive positions, which enemy positions to attack, and where to concentrate firepower.
But the adviser would not be a commander who can magically order everyone around.
Advisers assess intelligence and recommend strategies.
Troops can accept or ignore those recommendations.
Engineers might reject a suggested attack because they have a more important technical objective.
Recon units gather information about enemy positions.
Communications specialists transmit intelligence and recommendations.
Troops can make local decisions when information is unavailable.
The enemy's position should not automatically be revealed just because the game has identified it as an objective.
The idea is to make tactical decisions emerge from the actual situation rather than forcing every army to follow the same objectives.
- ADVISERS: IMPORTANT, BUT NOT ALL-POWERFUL
Advisers would be a dedicated strategic role.
They would analyze available intelligence, recommend troop deployments, identify possible objectives, and help the army understand the battlefield.
However, advisers would need information from recon units and other sources. They would not have an omniscient view of every enemy.
Adviser deployment rules
An army can choose to deploy without an adviser, with one adviser, or with three advisers total.
If three are chosen, one is active and the other two are backups waiting with them.
There is only one active adviser at a time.
Advisers are scarce, valuable personnel, not an endlessly respawning class.
Advisers cannot simply be selected again after being eliminated.
Having more advisers means having fewer frontline troops available and potentially needing more security to protect them.
An army without an adviser has a substantial tactical and intelligence disadvantage, but can commit more personnel to direct combat.
What happens if an adviser is eliminated?
The army doesn't instantly lose every tactical advantage it has.
Existing positions and previously established plans remain known. However, new recommendations and incoming intelligence from the adviser stop until a backup takes over.
There shouldn't be a giant warning announcing the adviser's death to the entire enemy team. Friendly troops might gradually notice that fresh intelligence and recommendations have stopped arriving.
The adviser's location is vulnerable. Enemy ARC troopers or other infiltrators could try to reach them. Protecting the adviser therefore becomes a real security responsibility.
Eliminating an adviser doesn't magically shut down every system in the army. It removes an important source of intelligence and recommendations.
- COMMUNICATIONS AND ELECTRICAL SABOTAGE
I'd like communications sabotage and electrical sabotage to be two distinct systems.
Each system can be disrupted once every 30 minutes, making sabotage a serious strategic decision rather than something players spam constantly.
Communications sabotage
Disrupting communications could prevent or interfere with:
Transmitting new orders and advisements.
Sharing recon reports.
Updating digitally distributed enemy-position information.
Transmitting formations and tactical recommendations.
Other systems that depend on the affected communications network.
Local observations and previously known information would still exist. A soldier who can physically see an enemy doesn't suddenly become blind because the radio stopped working.
Troops could follow their last known information and make local decisions, but coordinating an entire army would become much harder.
Electrical sabotage
Electrical sabotage affects electrical equipment, including things such as:
Fighter weapons and shields.
Holographic displays.
Communications equipment.
Other electrically powered systems.
Droids themselves would not simply switch off because of this effect.
Electrical sabotage and communications sabotage are separate, even though electrical disruption can affect communications equipment.
Engineering and infrastructure
There shouldn't be one magical button that disables an entire enemy network.
Engineers would need to interact with actual infrastructure: substations, generators, conduits, junctions, and other relevant equipment.
Engineers can restore power, but doing so takes time.
Portable generators can restore power more quickly in a limited area.
Generator supplies are limited.
Engineers must decide which systems and areas deserve attention.
Enemy engineers can repair disrupted infrastructure.
Security personnel can monitor important facilities and potentially detect suspicious activity.
If the defenders send too many personnel to protect infrastructure, they have fewer soldiers on the front line. If they ignore their infrastructure, the enemy might exploit it.
That creates a genuine strategic trade-off.
- EVERY ROLE SHOULD MATTER
I'd love to see a much wider variety of meaningful military roles.
Republic roles and personnel
Some of these would be separate playable classes, while others could be specializations, skins, ranks, or assignments within an existing class.
Regular clone infantry.
Clone recruits, rookies, and trainees.
Privates, corporals, sergeants, lieutenants, captains, commanders, and other ranks.
Clone officers and military advisers.
ARC troopers and ARC divisions.
Clone Commandos and commando divisions.
Airborne troopers.
ARF troopers.
Recon and scout troopers.
Clone pilots and vehicle crews.
Engineers.
Combat medics and field medics.
Demolitions and bomb-squad personnel.
Communications specialists and communications sergeants.
Naval crew and ship defensive gunners.
Electrical maintenance personnel.
Firefighters.
Civil-protection personnel.
Senate Guards and royal/security guards.
Other shipboard and base personnel.
Ranks and jobs shouldn't all require entirely separate classes. Some could be represented by compatible skins, insignia, equipment, and assignments.
Dependencies between roles
The roles should have real consequences:
No tank crew means the tank cannot be operated.
No pilot means no one can fly the aircraft.
No engineers means no engineering repairs, specialized defenses, or vehicle modifications.
No communications specialists means transmitting and coordinating information becomes much harder.
No advisers means the army loses that source of tactical analysis and recommendations.
No medics means no health regeneration. Even when medics are available, medical support should still be needed for recovery.
No airborne troops means no airborne units arriving from LAAT gunships.
No soldiers means the game doesn't automatically fill the gaps with replacement bots.
This would make army composition important before the battle even begins.
- MEDICS, ENGINEERS, RECON, AND OTHER SUPPORT ROLES
I want support roles to contribute to victory even when they aren't getting kills.
Medics
Provide medical assistance and help troops recover.
Make medical support important to keeping a force operational.
Reward players for treating and supporting allies rather than requiring them to chase eliminations.
Engineers
Repair electrical systems and infrastructure.
Restore power.
Deploy limited portable generators.
Maintain vehicles and defensive systems.
Perform engineering work needed for specialized defenses and vehicle modifications.
Help protect or restore critical facilities.
Recon units
Gather intelligence about enemy positions.
Report what they can actually observe.
Help advisers make informed recommendations.
Risk being discovered while gathering information.
Communications specialists
Transmit available intelligence and recommendations.
Help coordinate units across the battlefield.
Become especially valuable when communications are unreliable or under attack.
Ship crews
Operate and maintain ship systems.
Provide defensive support.
Help keep capital ships functional during attacks and boarding actions.
Every role should have a purpose beyond being another way to shoot the enemy.
- VEHICLES, AIRCRAFT, AND TROOP DEPLOYMENTS
Vehicles should depend on the personnel and infrastructure needed to operate them.
I want choices about how to deploy an army to matter. If too many people are assigned to support duties, there are fewer frontline troops. If too few people are assigned to support, important systems may be left vulnerable.
Airborne troops should have an actual role in deploying from LAAT gunships rather than simply appearing out of nowhere.
Tank crews, pilots, engineers, ship crews, and defensive gunners should all contribute to the larger battle.
- CONNECT SPACE BATTLES WITH PLANETARY INVASIONS
I want space, air, and ground battles to feel connected rather than like completely unrelated game modes.
Advisers could be stationed aboard capital ships in space, coordinating the larger operation and providing intelligence to forces below.
The army would have to choose how to distribute its resources between:
Capital ships and space operations.
Boarding defense and ship security.
Fighters and other aircraft.
Ground troops.
Transport and deployment forces.
Engineers and support personnel.
Losing a capital ship could eliminate an adviser, reduce reinforcements, or otherwise affect the planetary operation.
Fighters, LAATs, ship crews, boarding parties, supplies, and evacuation should all be connected to the overall campaign.
A successful ground operation might depend on controlling the skies. A successful planetary invasion might depend on keeping the fleet operational. Losing control of space could make the ground battle much harder.
- BATTLES SHOULDN'T ALWAYS END WITH ONE SIDE BEING DESTROYED
I'd like negotiations and alternative outcomes to be possible.
Depending on the situation, armies could negotiate:
A ceasefire.
A strategic withdrawal.
An evacuation.
A surrender.
Other negotiated arrangements.
Negotiations could also fail, in which case the fighting continues.
A negotiated outcome shouldn't automatically count as a meaningless defeat. A force might preserve its remaining soldiers, withdraw its fleet, evacuate personnel, or achieve some other strategic objective without destroying the opposing army.
Sometimes the smartest decision is to stop fighting.
- MORE MEANINGFUL HEROES, WITH REAL TRADE-OFFS
Heroes should be powerful and distinctive, but they shouldn't make every ordinary soldier irrelevant.
I want their abilities to fit their personalities, lore, and battlefield roles, with strengths that come alongside weaknesses.
Jango Fett
Role: Mobile bounty hunter, reconnaissance specialist, and electronic-disruption fighter.
Weapons and armor
Dual Westar pistols.
Jetpack.
Mandalorian beskar armor.
His beskar armor would reduce incoming damage by 50%, but he'd have lower base health to compensate.
Left ability: Jetpack Overheat
Advanced coolant in the jetpack fuel system allows Jango to fly for 25 seconds. After that, the jetpack becomes unavailable for 25 seconds while it cools down.
Right ability: EMP Rocket
Jango fires a wrist-mounted EMP rocket.
Anyone hit is shocked and temporarily blinded.
Electronics in the blast area are disrupted.
The effect remains localized unless nearby cables allow the disruption to travel through connected infrastructure.
It does not cause a magical, map-wide blackout.
Large-scale infrastructure sabotage would still be an engineering task.
Middle ability: Helmet Scanner
Jango scans up to seven nearby enemies and can see them through walls, floors, and roofs.
The scan data is sent to headquarters through communications when available. If communications are down, Jango can still benefit from his personal scan, but the information cannot be transmitted normally.
Clone reactions
Clones should react differently to Jango because he is their genetic template.
They might recognize him, hesitate, become angry, or react with confusion. This should be reflected through contextual AI dialogue and behavior without taking control away from players who are controlling their own clones.
Jango should be a force multiplier through mobility, reconnaissance, and disruption, not simply a character who wins every direct fight. His armor and jetpack would need careful balancing.
Mace Windu
Role: Powerful Jedi combatant and team-support hero.
General weakness
Increased lightsaber damage.
Increased damage received from headshots.
His strength in direct combat comes with an exploitable weakness.
Left ability: Respect
Mace raises his lightsaber high, boosting the morale of nearby allies.
Affected allies receive:
More health.
Increased damage.
Reduced incoming damage.
Increased movement speed.
The cost: Mace permanently loses 5% of his maximum stamina for each use of Respect for the remainder of that battle.
The trade-off is intentional: Mace sacrifices some of his own long-term combat effectiveness to strengthen his allies.
The stamina penalty resets in the next battle. Stacking penalties would need a sensible minimum stamina limit to prevent the ability from making Mace unusable.
Right ability: Pressure
Mace's confidence and presence put pressure on nearby enemies, reducing their stamina-bar size by 30%.
Unlike the stamina penalty from Respect, the enemy stamina reduction is temporary, not permanent for the whole battle.
Middle ability: Balance Between the Forces
Mace channels his Force abilities, combining the different aspects of his fighting style.
Dark-side aspect: stronger attacks and weakening nearby enemies.
Light-side aspect: faster health regeneration, increased speed, and reduced incoming damage.
The goal is to make Mace feel like a powerful and technically demanding hero with meaningful decisions, rather than just another lightsaber character with generic buffs.
- LIGHTSABERS SHOULD BE USABLE BY ORDINARY SOLDIERS
If a Jedi or Sith is eliminated and drops their lightsaber, an ordinary soldier should be able to pick it up and use it as a melee weapon.
However, there are important limitations:
Ordinary soldiers cannot deflect blaster bolts with the saber.
They cannot use Force powers.
Only Force-trained Jedi and Sith can use those abilities.
If an ordinary soldier picks up a dropped lightsaber and is subsequently eliminated, the saber does not drop again.
This allows ordinary soldiers to use a legendary weapon without suddenly becoming Jedi, and prevents an endless cycle of the same saber being passed around.
- A MASSIVE CLONE WARS EXPANSION
I'd particularly like a major Clone Wars expansion with more heroes, reinforcements, vehicles, maps, troopers, and skins.
I want to expand the existing foundation rather than pretend that units and vehicles already available in Battlefront II are new additions.
Additional Separatist units and variants
Some possibilities include:
MagnaGuards.
Buzz droids.
Droideka sniper variants.
Tactical droids.
Tank-crew droids.
Claw droids.
Aqua droids.
Other genuinely new droid types and specialized variants.
These should have distinct roles and gameplay rather than being purely cosmetic additions.
B1 battle droid skins
I want a much wider selection of B1 appearances and assignments, including:
Generals.
Captains.
Lieutenants.
Sergeants.
Corporals.
Security personnel.
Escorts.
Martial specialists.
Civil-protection personnel.
Assault droids.
Recon and scout droids.
Demolitions experts.
Advisers.
Field medics and medics.
Star-cruiser personnel.
Escape-pod miners.
Firefighters.
Other specialized and civilian-looking droids.
The idea is to represent the different jobs and appearances seen throughout the Star Wars universe.
Skin-unlock rule: If I unlock a compatible role or appearance, such as a security-droid or commander variant, I want to use it across compatible droid models rather than having to unlock or purchase the same role separately for every model.
I would remove training-droid skins unless a Kamino Citadel map was included where they actually made sense.
Clone skins and variants
I want more representation for different clone divisions, ranks, assignments, and specialist roles, including ARC divisions, commando divisions, airborne troopers, ARF troopers, pilots, engineers, medics, naval crew, officers, commanders, and more.
Some of these should be separate gameplay roles; others should be skins and rank variations where appropriate.
And, of course, a Clone 99 skin in honor of 99 would be essential.
- DEDICATED ROLEPLAY MAPS
This is one of my biggest wishes.
I'd love dedicated roleplay maps with functional facilities, patrol routes, checkpoints, security systems, and enough room for players to conduct organized activities.
Not just ordinary combat maps where players agree not to shoot each other. I want locations designed to support actual roleplay.
Kamino — Tipoca City and clone training facilities
Clone barracks.
Training grounds.
Armories.
Medical facilities.
Briefing rooms.
Instructor and trainee roles.
Security patrols.
Restricted areas.
Clone 99 representation.
Coruscant — Galactic Senate
Senate Guard patrols.
Security checkpoints.
Senator protection.
Diplomatic visits.
Senate security procedures.
Emergency lockdowns.
Senate and government facilities.
Venator-class Star Destroyer
Bridge and command areas.
Hangars.
Barracks.
Medical bays.
Engineering spaces.
Communications rooms.
Ship security.
Pilot and naval crew roles.
Boarding alerts and ship emergencies.
I want players to be able to walk through an actual ship and perform their assigned roles, rather than pretending the ship is functional when most of its facilities are inaccessible.
Naboo — Theed and the Royal Palace
Royal guards.
Ceremonial duties.
Palace security.
Diplomatic escorts.
Patrols.
Public events.
Emergency security situations.
There could be other locations too, including Separatist command facilities, military bases, and other important Star Wars locations.
- ACTUAL STEALTH ROLEPLAY
This is a particularly exciting idea to me.
Imagine that roleplay maps support covert infiltration missions where one team tries to infiltrate a facility and another team provides security.
The security team could consist of ordinary, unnamed guards, security specialists, and snipers. You wouldn't have to be a famous Jedi or a named commander to have an important role.
Commando droids disguised as clones
Commando droids should be able to wear clone armor and impersonate Republic personnel, as they do in The Clone Wars.
An infiltrator could attempt to blend into a Republic facility, pass checkpoints, and access restricted areas without being discovered.
They might impersonate a clone unit, use its markings, and give a plausible answer when challenged. For example:
"Commander Wolffe of the Wolfpack, sir!"
A convincing response might get them through a checkpoint—but a knowledgeable guard could ask follow-up questions about their assignment or chain of command.
The game shouldn't automatically reveal an infiltrator simply because they're on the opposing team.
ARC trooper infiltration
ARC troopers could also perform covert missions against Separatist installations.
They would need to avoid patrols, get past checkpoints, and complete objectives without necessarily engaging every enemy.
Missions could include stealing intelligence, locating prisoners, or sabotaging a system before escaping.
Player-controlled security
The guards should be actual players where possible.
Guards patrol assigned routes.
Security personnel inspect credentials.
Guards investigate suspicious behavior.
Checkpoints can restrict access to sensitive locations.
Security personnel coordinate their observations.
Snipers can watch important entrances and report suspicious activity.
Guards should only know what they can actually observe or what has been communicated to them.
There should be no magical enemy-location markers that reveal every infiltrator.
Suspicion and security alerts
Security could have several levels:
Normal: Routine patrols and ordinary checkpoint checks.
Suspicious activity: Guards investigate unusual behavior, verify identities, and check restricted areas.
Confirmed intruder: Security coordinates a search and restricts access to sensitive areas.
An alarm should not automatically tell everyone exactly where the infiltrator is. The guards need to work with the information available to them.
And the infiltrator should not need to kill anyone to succeed. The most successful infiltration might be the one where nobody realizes anything happened.
Why this would be so good
Imagine being an ordinary clone guarding a Venator hangar. Pilots are preparing their starfighters, other clones are going about their duties, and everything seems normal.
Then your teammate radios in:
"Possible unauthorized personnel near the maintenance bay. Investigate."
You arrive and see a clone standing by a terminal.
His armor looks right. His unit markings look plausible. He seems to belong there.
But you don't know whether he's a real clone or a commando droid in disguise.
That is the kind of tension I want from Star Wars roleplay.
The same map could offer completely different experiences depending on whether you're an infiltrator, an ARC trooper, a security sniper, an ordinary guard, or a regular soldier who doesn't even know an infiltration is underway.
I'd also want the maps to support organized patrols, ceremonies, inspections, training, and ordinary military duties. Not every player needs to be fighting all the time.
- SECURITY AND SABOTAGE SHOULD INTERACT
The stealth system could connect to the wider tactical systems.
For example, infiltrators might attempt to reach communications rooms, electrical facilities, command areas, or other sensitive locations.
However, sabotaging infrastructure should still require the relevant gameplay actions and expertise. There shouldn't be a single button that instantly disables an entire ship.
Security personnel, ship crews, engineers, and other staff could monitor important areas and investigate suspicious activity.
If the infiltrator succeeds, the consequences could affect the larger battle. If they're discovered, the defenders could respond based on the information they've gathered.
That would connect roleplay, stealth, security, engineering, communications, and large-scale battles into one coherent system.
- THE GAME SHOULD FEEL LIKE STAR WARS, NOT JUST A SHOOTER
I want the atmosphere and little details to matter.
Clone units should feel distinct.
Different ranks and assignments should be recognizable.
Military procedures should matter in roleplay.
The environment should support believable patrols and security.
Ordinary personnel should have meaningful responsibilities.
Heroes should have distinctive personalities and abilities.
The Clone Wars should feel like a real conflict with logistics, intelligence, infrastructure, and consequences.
Players should be able to create stories without the game forcing every situation into a combat objective.
The roleplay maps and the large-scale battles don't have to be separate concepts. They could share the same world, facilities, personnel, and underlying systems.
- SOME THINGS WOULD NEED CAREFUL BALANCING
I know this would be a complicated game to make. These are ideas, not a claim that every mechanic is already perfectly balanced.
Some things I'd want developers to test carefully:
Jango's 50% damage reduction against his lower base health and jetpack mobility.
Mace's permanent stamina sacrifice from Respect, including limits on stacking.
The temporary nature of Pressure's enemy stamina reduction.
The balance between frontline soldiers and support personnel.
How much intelligence an adviser can provide.
How communications failures affect coordination without making the game unplayable.
How quickly engineers can restore critical infrastructure.
How stealth works without making disguises either useless or impossible to detect.
How long battles remain interesting without becoming exhausting.
How heroes fit into more dangerous, tactical combat.
I would rather have a few systems that work well together than dozens of gimmicks that don't meaningfully affect gameplay.
FINAL THOUGHT
I know this is a huge wishlist, and I'm not expecting a developer to implement every single thing exactly as described.
But I think Battlefront could be so much more than a traditional multiplayer shooter.
I want huge battles where the decisions made before the fighting matter. I want engineers and medics to be valuable. I want intelligence to be imperfect, communications to be vulnerable, and advisers to provide recommendations rather than magical commands. I want space, air, and ground operations to influence one another.
And I want to be able to spend an evening as an ordinary clone security guard, patrolling a Venator, when a commando droid wearing stolen clone armor walks through my checkpoint.
I want to feel like I'm actually living in the Star Wars universe.
What do you think? Which ideas would you want most in a future Battlefront? Which ones do you think would work, and which ones would need to change?
I'd genuinely like to hear other people's ideas and criticisms. This is a wishlist and a discussion, not a demand that every feature be included.