Milestone 10

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## Milestone 10 - Monday, 19ᵗʰFebruary 2007

Running on PC, X360 and PS3:

* All playable units for Republic and CIS Factions for Prototype (including one hero per Hero Tier per Faction) integrated into game intended attributes and primary weapons. No buffs or session unlocks
* Jedi Force Power (Repulse)
* Vehicle boarding transitions in-game on speeders on Tatooine for Prototype
* AI using Jedi Melee abilities on Tatooine for Prototype

Art:

* Dantoine - Phase 0
* Hoth - Phase 1
* Coruscant - Phase 1
* Bespin - Phase 1
* Yavin 4 - Phase 0
* Droid Control Ship - Phase 1
* Republic Cruiser (Venator-Class) - Phase 0
* Star Destroyer - Phase 1

Setup (Story):

* Dantoine Phase 0
* Dathomir Phase 0
* CIS Cruiser Phase 1
* Republic Cruiser (Venator-Class) Phase 0

Content required for Prototype is:

* Iterations on content delivered in previous Prototype builds
* Ground Cannon Firing to Space (Predetermined path, no player controlled targeting)
* Space to Ground Firing (Predetermined path, no player controlled targeting)
* Escape Pods from Capital Ships to Planet Surface (Predetermined path, no player controlled targeting)

Voice recording by LucasArts.

## Milestone 10 - Monday, 19ᵗʰ February 2007

Summary:

* All units in game with attributes and weapons
* New Jedi Force Powers
* AI using Jedi Melee abilities

Content Detail:

* All playable units for Republic and CIS Factions for First Playable integrated into game
* Jedi Force Power (Lightsaber Throw and Repulse)
* Vehicle boarding transitions in-game on speeders
* AI using Jedi Melee abilities

Game Design:

* All playable units for Republic and CIS Factions for First Playable integrated into game
	+ Including one hero per Hero Tier per Faction
	+ Primary weapons
	+ No buffs or session unlocks

Game Design (Multiplayer):

* Iterative improvements on First Playable Preview
	+ All content required for First Playable is in:
		- Conquest across VBF (Tatooine with CIS Cruiser)
		- Republic (in control of Tatooine) vs CIS (in control of CIS Cruiser)
		- Singleplayer with bots
		- Running on PC
		- Quality will not reach First Playable standards in many areas

Game Design (Story):

* Dantooine Phase 0
* Dathomir Phase 0
* CIS Cruiser Phase 1
* Republic Cruiser (Venator-Class) Phase 0

Gameplay Features (AI):

* AI Melee class
* AI using Force Powers
* AI using Jedi Melee abilities
	+ Melee/hero class vs Jedi and Infantry on Tatooine for First Playable
* AI spawning in space and staying in space
* AI exiting hangars correctly
* AI over Network
* AI Hero Unlocking

Gameplay Features (Miscellaneous):

* Jedi Force Power (Repulse)
* Escape Pods (1st pass)
* Vehicle boarding transitions in-game on speeders
	+ Animations for getting on/off Speeder on Tatooine for First Playable
* Secondary Heroes
* Hero time-out
* Super Battle Droid in-game

Art (Characters):

* Clone Trooper EPIII Helmet revisions
* Humanoid Creatures - Ewok Warrior
* Villains - Darth Sidious / Emperor
* Villains - Darth Tyrannus / Count Dooku

Art (Planet Levels):

* Dantoine - Phase 0
* Hoth - Phase 1
* Coruscant - Phase 1
* Bespin - Phase 1
* Yavin 4 - Phase 0
* Droid Control Ship - Phase 1

Art (Capital Ships):

* Republic Cruiser (Venator-Class) - Phase 0
* Star Destroyer - Phase 1

Art (Weapons):

* EE-3 Blaster Rifle
* CIS -> Soldier Class -> Sonic Charge Launcher
* Zam Wessell - Rifle

Art (Vehicles):

* Y-Wing
* Clone Hover Tank

Audio:

* Voice Recording
	+ by LEC

Production:

* Deliver Windows Build
* Deliver Xbox 360 Build
* Deliver PS3 Build

## Console Prerequisites

XBOX 360

* FLASH 4548
* XDK 5426

PLAYSTATION 3

* SDK 1.5.0

#### Tatooine (tat.res) VBF

**Conquest mode** (PC / XBOX 360 / PS3)

MAJOR FEATURES

* Slightly more populated space **NEW**

	+ Droid command ship LODs
	+ CIS Cruiser ship LODs
	+ More interesting space skybox

* Tatooine improvements:

* More buildings on ground **NEW**

+ Doors in republic base **NEW**
+ Destructible props **NEW**

* Troop Transports - the LAAT for republic

	+ Multiple capacity vehicles **NEW**

* VBF cannons

	+ Ground to space cannon

		- Use control panel in base to operate **NEW**
	+ Space to ground cannon

		- Control panel to operate in CIS bridge **NEW**
	+ Both use spawn map to pick destination
	+ Fire rockets for now **NEW**

* Remote guns on capital ship (AI) **NEW**

	+ Tied to ship’s position

* Recharging health on player (if not hit for x seconds) **NEW**

* Hero tier unlocking (2 tiers)

	+ Hero bar boosted by hero point gains (kills) **NEW**
	+ Able to actually play as tier B of hero **NEW**
	+ Hero bar reducing over time **NEW**

* Vehicles (all damageable with explosion AND debris):

+ All with re-entry effects on and trails **NEW**
+ Previous vehicles, plus:

	- Millenium Falcon (Yavin)
	- Sith Inflitrator
	- Imperial shuttle
	- A-Wing **NEW** (on Yavin)

* Escape pods exploding when hit ground **NEW**
* Vehicle boarding transitions for speeder bike **NEW**

* Space / Capital ship map

	+ Spawn select screen WIP only

* Command posts

	+ Bridge CIS
	+ Walkways room CIS
	+ Gun room CIS
	+ Krayt Dragon Cave
	+ Homestead
	+ Landing bay REPUBLIC
	+ Cantina REPUBLIC
	+ Republic base REPUBLIC

NB. Command post effect is placeholder

* Class menu

NOTE: Darth Vader Force Repulse HUD icon is currently the same as the Force Push icon.

CIS\_Cruiser
**Conquest mode** ALL PLATFORMS

* Conquest mode on cis cruiser only

**Story mode** ALL PLATFORMS
Story Phase 1 - Base level of Setup (including initial ticket allocation for playtesting)

* Initial CP's & Vehicle Spawns for commencement of Play Testing
* Placeholder HUD messages in place of Objectives. These will trigger and direct player to complete them in order, but will not be final props, animation or gameplay
* Objectives for cruiser above coruscant mission (HUD MESSAGES ONLY)
	+ Playing through story segment of CIS cruiser invasion to blow up reactor and escape in pod
	+ Start by LAAT troop transport in hangar, ends when escaped

## Art Phase 1

Terrain, Building (Static Object), Lightmaps not to Final Quality. All subject to Design Changes

*Coruscant (corsuscant.res)* ALL PLATFORMS

* With Droid Control Ship exterior and interior (Art Phase 1) **NEW**

*Bespin (*bespin.res) ALL PLATFORMS **NEW**

* Integrated with gas platform and dome

*Hoth* (hoth.res) ALL PLATFORMS

* With Imp. Star Destroyer exterior and interior (Art Phase 1) **NEW**

## Art - Work in progress (PC ONLY)

*Endor* (endor.res)

*Death Star 2 Interior* (death\_star2.res)

*Desolation Station* (desolation.res)

*Tributary beam* (tributary.res)

*Cato Neimoidia* (cato\_neimoidia.res)

*Mustafar* (mustafar.res)

*Reb cruiser* (reb\_cruiser.res)

## Art Phase 0

*Dathomir (*dathomir.res) PC ONLY

* Blockout

*Dantooine (*dantooine.res) PC ONLY

* Blockout **NEW**

*Yavin (*yavin.res) PC ONLY

* Blockout with terrain
* Conquest mode available **NEW**

*Rep\_cruiser (*rep\_cruiser.res) PC ONLY

* Blockout **NEW**

## Tests

*Test room* (ai\_test.res) ALL PLATFORMS

* 50 AI

*Jedi vs infantry test in test room* (jedi\_infantry\_test.res) ALL PLATFORMS

* Player can spawn as Darth Vader
* AI with guns shooting at player
* Can melee attack the AI
* Can block AI shots (using standard block animation)
* Objects to force pull / push / lightning (eg. Vehicle, dropped guns, etc)

*1 vs 1 in test room* (vs.res) ALL PLATFORMS

* Single player or splitscreen

* In singleplayer, option to choose AI class (or Random) **NEW**

## Network (2-8 players)

* As single player in Conquest (not freeplay)

***Stage (PC only)***

(with clone trooper helmet revisions)

**Heroes & Villains**

* Darth Vader
* Mace Windu
* Jango Fett
* Princess Leia
* Lando Calrissian
* Zam Wessel
* Droideka
* IG88
* Rep. Clone Skytrooper
* Darth Sidious / Emperor **NEW**
* Darth Tyrannus / Count Dooku **NEW**

**Imperials**

* Imp. Officer
* Imp. Stormtrooper
* Imp. Scout trooper
* Imp. Snow Trooper
* Imp. Pilot (Engineer)

**Rebels**

* Rebel Marksman

**Republic**

* Rep. Clone Commander
* Rep. Clone Trooper
* Clone Sharpshooter
* Rep. Clone Jet Trooper (engineer)
* Rep. Clone Heavy Trooper

**CIS**

* MagnaGuard
* Battle Droid
* Super Battle Droid
* Assassin Droid
* Pilot Droid

**Droids**

* C-3PO
* R2-D2
* MSE-6 (Box) Droid
* Medical Droid
* Dwarf Spider Droid
* Tri-Droid
* Ammo / power droid
* R4G9
* Buzz Droid
* Imperial Probe Droid

**Beasts**

* Rancor
* Krayt Dragon
* Ewok **NEW**

**Space Vehicles**

* Millenium Falcon
* Imp. TIE Interceptor
* Rep. X-Wing
* Sith Infiltrator
* Rep. Gunship (LAAT)
* CIS Droid Starfighter
* Rebel B-Wing
* Rebel V-Wing
* Rebel A-Wing
* Rebel Y-Wing **NEW**
* Rep. Starfighter
* CIS Tri-fighter
* Imperial shuttle
* CIS Landing ship
* CIS Escape Pod

**Ground Vehicles**

* CIS Hailfire droid
* CIS AAT
* Rep. Clone Hovertank **NEW**
* Sith Speeder
* Imp. Speeder Bike
* Rep. BARC Speeder

**Weapons**

* CIS Electrostaff
* Rep. Vibrolance (Power Lance)
* Westar-34 Blaster
* Rep. DC-15 Blaster
* Rep. DC-15a Blaster Rifle
* Imp. E11 Blaster Rifle
* CIS E-5 Blaster Rifle
* E-3 Blaster Rifle NEW
* Zam Wessel Sniper rifle NEW
* Rep. DC15s Pistol
* CIS Blaster Pistol
* Rep. Disruptor Pistol
* CIS Disruptor Pistol
* Rep. Shotgun
* Rep. Grenade Launcher
* CIS Sonic Charge Launcher NEW
* Rep. Rocket Launcher
* Rep. Sorosuub Fusion Cutter
* CIS Arc Cutter
* Rep. Fusion Cutter
* Rep. Thermal Detonator
* Rep. Det Pack
* Rep. Mine (HX2)

**Props**

* Rebel Turret (Desert)

## Problems with last console builds:

PLAYSTATION 3

* Some sound issues
* Network crash

XBOX 360

* No sound
* Texture issues

## Technical Risks and Mitigations Report

Memory optimisations

* Characters compressed – vertices using shorts instead of floats

Performance optimisations

* AI changing guns (CPU spike) fixed
* Shadow optimisations

**Project Title:** ***Battlefront III***

**Developer: Free Radical Design**

**Milestone: Milestone 10**

**Production:** **Jamil Dawsari**

**Gabe Gils Carbo**

**James Morris**

**Orion Kellogg**

**Milestone Review**

February 19ᵗʰ, 2007

**Milestone 9 - Monday 19**ᵗʰ **February 2007**

Running on PC, X360 and PS3

* All playable units for Republic and CIS Factions for First Playable (including one hero per Hero Tier per Faction) integrated into game intended attributes and primary weapons. No buffs or session unlocks [**LucasArts**: Approved with changes]

* Jedi Force Power (Repulse) [**LucasArts**: Approved]

* Vehicle boarding transitions in-game on speeders on Tatooine for First Playable [**LucasArts**: Approved with changes]
* AI using Jedi Melee abilities on Tatooine for First Playable [**LucasArts**: Approved with changes]
* Escape Pods (1st pass) [**LucasArts**: Approved with changes]
* AI spawning in space and staying in space [**LucasArts**: Approved with changes]

Art

* Dantoine - Phase 0 [**LucasArts**: Approved with changes]
* Hoth - Phase 1 [**LucasArts**: Approved with changes]
* Coruscant - Phase 1 [**LucasArts**: Approved with changes]
* Bespin - Phase 1 [**LucasArts**: Approved with changes]
* Yavin IV - Phase 0 [**LucasArts**: Approved with changes]
* Droid Control Ship - Phase 1 [**LucasArts**: Approved]
* Republic Cruiser (Venator-Class) - Phase 0 [**LucasArts**: Approved]
* Star Destroyer - Phase 1 [**LucasArts**: Approved]

Setup (Story)

* Dantoine Phase 0 [**LucasArts**: Approved]
* Dathomir Phase 0 [**LucasArts**: Approved]
* CIS Cruiser Phase 1 [**LucasArts**: Approved]
* Republic Cruiser (Venator-Class) Phase 0 [**LucasArts**: Approved]

Core content required for First Playable is in: [**LucasArts**: Approved with changes]

* Iterations on content delivered in previous First Playable builds
* Ground Cannon Firing to Space (Predetermined path, no player controlled targeting)
* Space to Ground Firing (Predetermined path, no player controlled targeting)
* Escape Pods from Capital Ships to Planet Surface (Predetermined path, no player controlled targeting)

* Voice recording (LucasArts) [**LucasArts**: deferred]

For your benefit we have chosen to classify the importance of areas for this milestone review under a classification of A, B and C, where C is of less consequence. To obtain a pass, you are required to implement the review areas under Classification-A as high priority. You may also need to resolve Classification-Class Bs to improve the quality of the game as part of this milestone or as a part of future milestone submissions. Addressing issues that LucasArts may raise against a Classification-C, will further improve the overall product quality under our criteria, but these issues are not significant towards a pass if you are at not at or beyond the Alpha stage of development.
## Build Performance

Overall

* Performance looks to be maintained when compared to last milestone

Good

* The game starts up in less than 5 seconds on the PC.
* When the AI are not included in the game, the framerate on a 360 can climb as high as 17fps.

Areas to Improve

* **Class B:** On a single xbox360 running with 50 AI the framerate runs at roughly 4-5fps.
**[FRD: We are looking into this]**
* **Class B:** The game remains unstable, crashes happen frequently, particularly when restarting a match (either from the pause menu, or from the front-end).
**[FRD: We have located and addressed memory leaks in our code. However we are aware of a memory leak in the Novodex code that should be addressed with the next upgrade of Novodex.]**
* **Class B:** Network stability is an issue with numerous client and host crashes.
**[FRD: This has been identified as a 360 packet handling issue]**
* **Note:** Can we expect improvement in MS11?
**[FRD: Yes. In the form of fixes and optimisations]**

**STATUS**:

APPROVED
All playable units for Republic and CIS Factions for First Playable (including one hero per Hero Tier per Faction) integrated into game intended attributes and primary weapons. No buffs or session unlocks

Overall

* Good pass at all playable units in-game

Good

* All weapon models look correct.

Areas to Improve

* **Class B:** Some primary weapons still do not behave as they should: Shotguns, sniper rifles, grenade launcher. **This must be in for FPM**
**[FRD: Noted]**
* **Class B:** The Magna Guard is still not included. **This must be in for FPM**
**[FRD: This will feature in MS11]**
* **Class B:** only Melee class can initiate a melee attack. The other classes are to have as one of their attributes the ability to initiate a simple melee attack.
**[FRD: We will address this but it will be after FPM]**
* **Class C:** The weapon positions on the soldiers’ hands don’t look correct in the character selection screen.
**[FRD: We will address this but it will be after FPM]**
* **Class C:** The melee character is still using Jedi animations and soundfx (lightsaber fx on melee weapon). **Good to address for FPM**
**[FRD: We’ll investigate this issue and see if anything can be done for FPM]**

**STATUS**:

APPROVED with changes
## Jedi Force Power (Repulse)

Overall

* Good first pass at Repulse

Good

* This feels like a powerful ability

Areas to Improve

* **Class C:** This power will definitely need some form of a visual effect so that players are able to understand its nature
**[FRD: Noted]**
* **Note:** Will this be an offensive ability that can match the Dark Side’s Lightning/Choke?
**[FRD: Yes]**

**STATUS**:

APPROVED
## Vehicle boarding transitions in-game on speeders on Tatooine for First Playable

Overall

* Good first pass at boarding transitions.

Good

* The overall speed of the transition feels correct.

Areas to Improve

* **NOTE:** Looks much better on the BARC speeder than on the regular Imperial speeder bike.
**[FRD: Both vehicles share the same boarding transition anim. This anim was designed for the BARC speeder. The Imperial speeder will have it’s own anims added later.]**
* **Class C:** The mounting animation uses a two legged hop which ends up with the soldier straddling the bike. The soldier doesn’t look like he’s jumping, but rather he looks like he’s being tossed onto the bike’s seat.
**[FRD: We’ll investigate this – what you’re seeing is a first pass version]**
* **Class C:** The dismount animation ends with the soldier in mid-air. The soldier should be on the ground/surface when they dismount. Is this a bug?
**[FRD: This is a bug]**
* **Class C:** The character needs to be in a very small, specific area in order to board the speeder. The radius for boarding needs to be much larger (this is a general issue which needs to be addressed on all vehicles). As a consequence, we will need a transition animation from anywhere within the radius to the jump animation, e.g. a sprint animation which gets the player to the right position to jump (similar to GTA vehicle transitions).
**[FRD: We’ll investigate this. We are likely to increase the zone the player needs to be in for the boarding procedure to start.]**
* **NOTE:** What is the solution for special case characters?

	+ What happens when droids attempt to mount speeder bikes?
	+ What about other non-humans, e.g. Wookies, Yoda, IG-88?
	+ Characters with robes/cloaks?
	+ Clone Lancer?
	**[FRD: We expect that, in some of these cases, there will be some intersection with the vehicle model. However, the visibility of these can be reduced through camera manipulation]**

**STATUS**:

APPROVED with changes
## AI using Jedi Melee abilities on Tatooine for First Playable

Overall

* Good initial implementation

Good

* N/A

Areas to Improve

* **Class B:** AI have a hard time “aligning” their targets in certain situations. If the player engages a melee or Jedi AI, and circles around the AI, the AI will chase after the player, leading to a ‘ring around the posey’ situation. **Needs to be addressed for FPM**
**[FRD: We will investigate this]**
* **Class B:** Jedi are not using their block while they move and often get mowed down by laser fire.
**[FRD: Noted]**
* **Class C:** Jedi in general are not tough enough against regular infantry. **Needs to be addressed for FPM**
**[FRD: Noted]**
* **Class C:** AI use their Force abilities very rarely.

	+ We’ve only observed the force lightning being used by Vader so far. Is the AI able to use the other powers?
	**[FRD: We will adjust the behaviour to influence the use of Force power usage by AI]**
* **Class C:** AI Jedi do not appear to use Force Jump. It’s expected that they will use all of their abilities to their advantage, e.g. Force Sprint, Jump, etc.
**[FRD: Noted. We will improve the frequency of the use of these behaviours]**

**STATUS**:

APPROVED with changes
## Escape Pods (1st pass)

Overall

* Good first pass on Escape Pods

Good

* Escape pods are fast and they seem to always work in terms of getting the player to the ground.

Areas to Improve

* **Class C:** There’s no explosion or fade effect when the escape pods land on the ground, just a few sparks. The expectation is for a huge effect with smoke and dust obscuring the vicinity of the landing, and giving the pod passenger a fighting chance to clear the area. **Good if addressed for FPM**
**[FRD: We’ll see what we can do to scale up the effect to meet expectations]**
* **Class C:** Transition when launching from ship is missing. The expectation is that launching in an escape pod will give player a ‘wow’ moment. **Good if addressed for FPM**
**[FRD: The transition will show the player outside of the pod, have the pod door open, cut to a first person view as the move inside the pod, remain in first person as they launch. The pod journey will be all 1****st** **person]**
* **NOTE:** We’re able to use the left thumbstick to accelerate/de-accelerate the escape pods. Is this intended? Will players have any control of the escape pods?
**[FRD: No. Players cannot control escape pods]**
* **NOTE:** consider giving escape pods the ability to provide ‘over-health’ and ammunition, i.e. they act as health/ammo druids. That gives the players landing an edge as the defender will have seen them coming down and can be waiting for them.
**[FRD: For balancing purposes we feel this would be bad. Players would have few reasons to use a ship over an escape pod if the pods became so rewarding. We believe the pod should allow for a quick escape but nothing more.]**
* **Class C:** It’s not immediately obvious to a player that once in an escape pod one has no control of one’s movement.
**[FRD: Noted. The transition/travel will convey this information to the player.]**

**STATUS**:

APPROVED with changes
## AI spawning in space and staying in space

Overall

* AI spawn and stay in starfighters flying in low

Good

* A number of AI spawn in space and are do a great job in populating the sky with a battle.

Areas to Improve

* **NOTE:** It’s not clear how many AI are permanent space residents. This seems to change depending on the # of AI that one selects per side prior to starting the game.

	+ We assumed that the space AI were in addition to those selected by the player upon setting up a round, but after manual counting of the number of AI present we saw that this isn’t the case. At what point are the space AI turned on (what’s the minimum number of AI that will cause space AI spawns?).
* **Class C:** AI in starfighters move in very slow, swoop-like motions which doesn’t feel like a starfighter as they fly in the atmosphere. They look like they are going to slow. It’s expected that this will be an area of much refinement and polish. **Needs to be addressed for FPM**
**[FRD: This will be addressed through balancing. AI ships shouldn’t be faster or more agile than the player. However, we can add variation by introducing more diverse flying behaviour]**
* **Class C:** Debris from destroyed starfighters falls too slowly, it doesn’t feel as if it has weight and momentum.
**[FRD: In space and in atmosphere will require different behaviours. We will tweak debris behaviour to give a better sense of weight.]**
* **Note:** Looking forward to when the ‘space AI’ spawn and enter the game from logical areas. **Good if addressed for FPM**
**[FRD: Noted]**

**STATUS**:

APPROVED with changes
## Art - Dantoine - Phase 0

Overall

* Good initial pass on Dantooine.

Good

* N/A

Areas to Improve

* **Class C:** In one of the building clusters there are two “barn-looking” buildings. These buildings in particular look like they should be quite large, but the doorway is almost too small for a standing stormtrooper and the interior is also quite small. Will these be scaled up?
**[FRD: Yes]**
* **NOTE:** In general all the buildings seem too small.
**[FRD: Noted]**
* **NOTE:** Will the windmill be animated/spinning?
**[FRD: Noted]**
* **NOTE:** What are the jagged narrow peaks? Bugs in the terrain heightmap?
**[FRD: This are heightmap bugs, yes.]**

**STATUS**:

APPROVED with changes
## Art - Hoth - Phase 1

Overall

* Hoth looks extremely nice

Good

* In general this level is starting to look like a great reproduction of the look of the movies.

Areas to Improve

* **Class C:** The lighting of the level should be more blue to impart the sense of cold.
**[FRD: Are you referring to the interior, exterior or both?]**
* **Class C:** The Ion Cannon seems too small. More details will come with the Art feedback.
**[FRD: We can scale up the Ion Cannon]**
* **Class C:** The Ion cannon doesn’t seem to be fully integrated into the mountain side, as seen in the movie.
**[FRD: Noted]**
* **Class C:** The Ion cannon should not be on top of Echo Base, in targeting range of AT-ATs, i.e. it should be as protected as the shield generator.
**[FRD: We can move this so that it is less exposed.]**
* **Class C:** The seats on the anti-vehicle turrets look too small for a person. It’s particularly noticeable when one is standing next to it.
**[FRD: These were produced to the scale of a trooper. Often, in first person, objects appear a little small. Having said that we may need to scale up the turrets to accommodate larger humanoid characters.]**
* **Class C:** The snowy plain leading up to the first line of trenches needs more ‘character,’ i.e. gullies, wind-swept peaks, areas of interest and cover for infantry.
**[FRD: Agreed]**
* **NOTE:** would be nice touch to put a frozen rebel model hanging upside-down in the Wampa Cave…or maybe an empty set of trousers and boots? How about a monkey frozen in the ice?
**[FRD: What latitude do we have from Licensing in this area?]**

* **Class C: T**here should be substantially more wires, debris, junk, and machinery lining the walls of Echo Base
**[FRD: Wires could be quite expensive for what they offer in terms of visual appeal. Props will go a long way to add detail and value.]**
* **Class C:** Ice should look more varied with areas of transparency, slicks, and deep blues
**[FRD: Noted]**

		- Will players etc; leave footprints in the snow?
		**[FRD: Yes, if low impact on performance]**
* **Class C:** The Rebel map room looks too Imperial
**[FRD: This was produced using the film as reference!]**
* **Class C:** There should be far more bunkers, trenches, and other elements of war in the snow field
**[FRD: Noted]**
* **Note:** What is the purpose of the hole in the ceiling of the Echo Base hangar?
**[FRD: This was taken from film reference.]**

	+ Will this be an entrance/exit? **[FRD: No]**
	+ The hole is currently not visible from the outside of the base which is inconsistent
	**[FRD: This will be blocked up]**
* **Class C:** The Wampa cave needs to be more fleshed out:

	+ A dead rebel, a frozen Imperial Droid, a Stormtrooper encased in ice etc;
	+ The cave should have two exits/entrances and all tunnels should be purposefully navigable

		- Place health/ammo at dead ends if necessary
		- Make sure dead ends are clear…players don’t want to waste time running into walls in a wampa cave
		**[FRD: Noted]
		[FRD: What activities can happen in a Wampa cave? Is blood/bones/carcass allowed?]**
* **NOTE****:** Given the nature of the VBF, Hoth as it stands, will not play out as it did in the movies, i.e. Imperial troops will just land their transport vehicles inside Echo Base totally bypassing defenders in the trenches. What are your thoughts on addressing this?
**[FRD: Defined landing zones should address this and channel the gameplay]**
* **Note:** The vision for Hoth is of a “Normandy” style opening invasion with AT-AT’s and entrenched defenders
**[FRD: We’re thinking that if Echo Base had a protective shield that was later deactivated this could open up additional landing spots.]**

**STATUS**:

APPROVED with changes
## Art – Coruscant – Phase 1

Overall

* Good improvement over phase 0. This level is starting to look great.

Good

* Nice bloom effect when standing on the ground between buildings and looking toward the sun.

Areas to Improve

* Coruscant is beginning to look very good graphically
* **Class C:** We’re having a hard time envisioning the flow of the battle in this level. What’s the vision on how it will work?
**[FRD: A detailed description of the intended flow of the gameplay is located in the design docs and Wiki]**
* **Class C:** The skyline of Coruscant doesn’t look dense enough when compared to Coruscant reference from the movie (see reference in FTP site). Is the plan to continue to add density? Possibly painted onto the skybox?
**[FRD: Scenery and traffic will be added]**
* **Class C:** We were interested to see the “power coupling” with the frozen electricity. When will these be working,
**[FRD: This will be present after FPM]**
and will they have an effect on passing vehicles/troops?
**[FRD: Yes. They will damage vehicles and severely damage infantry.]**
* **Class C:** Lighting could be used to better effect to mark points of interest

	+ Walkways and ramps are difficult to pick out against their backgrounds

		- Any area the player must travel through for the story should stand out quite obviously
		**[FRD: Agreed. Although this will not be dynamic lighting]**
	+ Areas under bridges or overhangs are very dark
	**[FRD: Noted]**
* **Note:** Map can be disorienting without recognizable landmarks differentiating the north square from the south etc;

	+ Signs, billboards, and other decorations are necessary to serve as landmarks
	**[FRD: These will start to appear from MS11]**
	+ During the story, having a story character lead the player through some of the more winding areas could help with navigation

		- Currently, plans call for the player to split from Yoda at a particularly confusing location
		- It seems both fun and useful to have the player fight alongside a brightly colored hero character during navigation scenes
		**[FRD: We can only spend time on these ideas once the game is developed sufficiently to allow proper investigation]**
* **Class C:** Many large, open squares/plazas that have little to no cover

	+ What is the expected gameplay for areas like this?
	**[FRD: Vehicles and props will add structure to this area.]**

+ Will there be static objects placed in order to provide infantry cover from ground vehicle fire?

	- To be fair, there are plenty of areas that do allow for cover from starfighters, particularly beneath bridges and inside buildings
+ Will there be static items, doors, debris etc; laid to block off some less interesting areas of the map?

	- Map can be overwhelmingly large as laid out

**[FRD: We can only spend time on these ideas once the game is developed sufficiently to allow proper investigation]**

* **Class C**: Map in need of flair

	+ Trees, shrubbery, lampposts etc; could add density to some open stretches
	+ Destructible objects should be placed as often as possible
	+ Textures and art in building interiors should repeat as rarely as possible
	+ Will it be possible to have civilian traffic either in the gameworld or as a billboard? Even in Episode III with the Jedi being hunted down regular traffic was seen to flow.
	**[FRD: We are open to all the suggestions above but have to review performance costs and other considerations.]**
* **Class C**: Many long, narrow bridges might leave players as sitting ducks

	+ Crooks and turns in these bridges will make players on the bridge less vulnerable
	+ Changes in elevation on these bridges (slight ups and downs) could make firing straight down the bridge a little more challenging
	**[FRD: Cover points will be added]**

**STATUS**:

APPROVED with changes
## Art – Bespin – Phase 1

Overall

* Great improvement over phase 0.

Good

* This level is starting to come together. It currently feels like it could be a great multiplayer map.

Areas to Improve

* **NOTE:** How will this map work in multiplayer/story mode?

	+ How will we communicate the location of Star Destroyer to defenders on Cloud City, as they cannot see it up in the sky.
	+ How will the interaction between capital ship and Cloud city work, i.e. cannons.
	**[FRD: We can only spend time on these ideas once the game is developed sufficiently to allow proper investigation]**
	+ How will escape pods from capital ship work?
	**[FRD: Good question! We will investigate]**
* **Class C:** Overall the buildings could use more windows that look at the exterior (see the special edition movie)
**[FRD: This could be very costly as this would make a large area of the map viewable from one position.]**
* **NOTE:** Will land vehicles play any role here?
**[FRD: No. Infantry only]**
* **NOTE:** The interiors of Cloud City feel like they’re shaping up to offer some nice close-quarters infantry combat
**[FRD: Thanks!]**
* **Class C:** Repeating textures should be limited as the hallways can feel similar after a while, which proves disorienting and players can lose their sense of direction/location.
**[FRD: These were constructed to be in keeping with movie reference.]**
* **Class C:** Player ends up running in circles without more direction

	+ Blocked doorways, maps on the wall, very recognizable environment changes etc; would help the player navigate the interiors more effectively
	**[FRD: Props and signposting will be added in due course]**
* **NOTE:** The exterior of Cloud City, while impressive in scope, is probably too large

	+ City seems impressively to scale when viewed from a distance
	+ Playable area should be brought as close to the edge (or rim) of the city as possible
	**[FRD: We disagree – if flying over the city it would result in a “leaving battlefront” message almost instantly and not be satisfying]**

		- **Class C:** It takes far too long to fly across the rim of the city to the open sky areas
		- **Class C:** Reaching the floating gas platforms takes far too long
		**[FRD: Both noted. Speed ups should address this]**
		- **Note:** There is one Tibanna platform off in the distance. What is its purpose in multiplayer? Will there be more of these platforms?
		- **[FRD: There is a mounted gun, and Command Post in Multiplayer, on this platform. There will not be more of the platforms.]**
	+ If the VBF portion of the map is going to take place beneath the city, there needs to be a clear and easy way to access vehicles and the active space combat areas
	**[FRD: The VBF is to the side, not below the city]**

		- Is this area supposed to have the same treatment as the transition from ground to space, i.e. it’s sped up to make the player go faster?
		- **Class C:** Takes far too long to fly down towards the tip of the spire at the bottom of the city
		**[FRD: Noted]**
		- Will there be some sort of shaft or elevator running vertically through the spine of the city?
		**[FRD: No]**
* **Note:** Will areas of the city function realistically?

	+ Will the window Luke gets blown out of be destructible?
	**[FRD: The glass can be made destructible but we would need to keep the frame in so the player cannot jump through the window.]**

		- Will it be surrounded by physics objects that will fly out of the window if so?
		- Will other such windows throughout the level be destructible?
		- What will happen to players in the vicinity if the window is destroyed?
		- Will there be an area beyond the window – a catwalk – as seen in the film?
		- This could be the access point to the central shaft where players can ‘fall’ down the shaft to a hatch in bottom of Cloud City, “we don’t need no steeenkin’ escape pod!”. A landing pad could be positioned nearby to give players a transport to Star Destroyer. Very Luke.
		**[FRD: We believe the cost and work to put in such behaviours outstrips the benefit that could be gained.]**

+ Will turbines and other machinery in the level spin and whir and otherwise function?
**[FRD: Yes]**

	- This could give players less incentive to explore some of the “dead” areas of the map

+ Will the circle in the center of the outdoor landing area function as an elevator or shaft entrance?
**[FRD: No, this is static scenery.]**

	- A shortcut to the VBF below the city?

+ Will the carbonite freezing chamber function?

	- **Class C**: as it stands, the room is much too dark.
	**[FRD: Noted]**
	- Will players be able to fall into death material and wind up cased in carbonite, as in BFII?
	**[FRD: We’ll investigate what could be done here.]**
	- Will there be moving parts, converyors etc?
	**[FRD: Yes, where appropriate]**
+ Will “main computer room” be easily identifiable?

	- I.e. loaded out with consoles, panels, lights etc; that differentiate it from other computer rooms
	**[FRD: Yes, if will be easy to identify it.]**

+ Will there be a functioning prison with closing/locking doors?

	- Will these work during multiplayer?
	**[FRD: No, only the story mode (liberating Lobot)]**

* **Class C**: What is the equivalent effect for the atmospheric re-entry effect on Bespin? There is no Can something be done with the ‘gas clouds?’
**[FRD: No. The player isn’t leaving or re-entering an atmosphere so it would be inappropriate for re-entry effects to occur.]**

**STATUS**:

APPROVED with changes
## Art – Yavin IV – Phase 0

Overall

* Received phase 0

Good

* N/A

Areas to Improve

* N/A

**STATUS**:

APPROVED
## Art – Droid Control Ship – Phase 1

Overall

* Received phase 1

Good

* N/A

Areas to Improve

* **Class C:** The Droid Control Ship interior is extremely barren and empty. What are the plans for making this more engaging?
**[FRD: Our intention is to add props, moving blast doors, turrets and droids.]**
* **Note:** Will the ship have AI controlled turrets both outside and in the interior?
**[FRD: Yes]**

**STATUS**:

APPROVED
## Art – Republic Cruiser (Venator Class) – Phase 0

Overall

* Received phase 0

Good

* N/A

Areas to Improve

* **Class C:** Looks very similar to the Star Destroyer. The differences will largely come when it’s textured so we look forward to seeing it.
**[FRD: Noted]**
* **Note:** What’s the function of the centrally located room with the pit in the middle?
**[FRD: This is under review. Please consult the Wiki for details]**

**STATUS**:

APPROVED
## Art – Star Destroyer – Phase 1

Overall

* The Star Destroyer looks great, with some interesting visuals.

Good

* N/A

Areas to Improve

* **Class C:** There are a lot of interesting looking girders inside the hangar but their layout doesn’t make much sense. One would expect that they would cross each other and basically be placed around areas of the hangar where TIE Fighters are picked up or dropped off.
**[FRD: This was produced to be as close to the film reference as possible.]**
* **NOTE:** Landing in the hangar of the Star Destroyer looks to be tricky. Any thoughts on making this easier, i.e. landing on CIS ship is straightforward, but the Star Destroyer forces player to go vertical to get inside.
**[FRD: Auto-landing should help here.]**

**STATUS**:

APPROVED
## Setup (Story) – Dantooine Phase 0

Overall

* Phase 0 received.

Good

* N/A

Areas to Improve

* N/A

**STATUS**:

APPROVED
## Setup (Story) – Dathomir Phase 0

Overall

* Phase 0 received.

Good

* N/A

Areas to Improve

* **Class C:** Currently looks like a cross between Yavin and Endor. Are the assets placeholder and being used to populate the blockout?
**[FRD: The are placeholder assets]**

	+ Dathomir should look like a foreboding jungle or swamp, with gnarled trees, fog, etc.
* **Note**: Are the Tatooine buildings stand-ins for Sith Witch huts? If so, they seem much too close to the Imperial base.
**[FRD: The are placeholder assets. They were placed within a certain proximity to keep the travel distance between map points within a favoured limit.]**

**STATUS**:

APPROVED
## Setup (Story) – CIS Cruiser Phase 1

Overall

* Phase 0 received.

Good

* N/A

Areas to Improve

* **Note:** Without any limit on respawns the game basically goes on forever until the player wins. Is this placeholder functionality?
**[FRD: Yes]**
* **Note:** This cruiser, along with many other interior locations on this build, is considerably darker than it was last build and can often be hard to navigate without light. Bug?
**[FRD: This is a filter issue and will be addressed.]**

**STATUS**:

APPROVED
## Setup (Story) – Republic Cruiser (Venator) Phase 0

Overall

* Phase 0 received.

Good

* N/A

Areas to Improve

* N/A

**STATUS**:

APPROVED
## FPS Content – Iterations on content delivered in previous FPS builds

Overall

* Progress made toward FPM.

Good

* The Mos Espa section of Tatooine is looking better.

Areas to Improve

* **Class B:** Expectation for Tatooine Art Phase 2 is that the level look will surpass the lighting on Coruscant and Bespin (which have acceptable first passes on lighting). It will also be populated with statics and environmentals which give the sense of a living, breathing Mos Espa. As a note, it’s clear that this is exactly what you have in mind...the reason to stress it now is that this is what we need to deliver for FPM. **Must be addressed for FPM**
**[FRD: Noted]**
* **Class C:** The atmospheric re-entry effect is triggered immediately upon leaving the CIS hangar. Either the atmosphere level is too high or the CIS Cruiser is too low.
**[FRD: This will be fixed]**
* **Class C:** Mos Espa still looks like a small village rather than a city.
**[FRD: Noted]**
* **Class C:** The A-wing doesn’t handle properly. It’s very fast and very sensitive.
**[FRD: Are you saying ‘fast and sensitive’ is what is wrong with the handling or that this is how the handling should be? Either way, it will be changed.]**
* **Class C:** The A-wing camera behaves like ground vehicle cameras rather than a starfighter camera.
**[FRD: We will investigate.]**
* **Class C:** The heroes don’t seem to be “respawning” after they initially time out or die.
**[FRD: We will investigate.]**
* **Class C:** Transition from regular class to hero is still placeholder. Will a more finale version of this be in the FPM?
**[FRD: No.]**
* **Class C:** In the splitscreen score screen, both players are scored with the same profile. The second player should have to create or select a profile.
**[FRD: Noted]**
* **Class C:** Players are able to walk up to any vehicle and push them causing them to move. This should definitely not be possible with most vehicles, although we would expect lighter ones such as the speeder bikes to shift, if not move. **Must be addressed for FPM**
**[FRD: Noted]**
* **Class C:** The current implementation of destructible objects do not get destroyed in a satisfying manner. When a player shoots a destructible and destroys it, the pieces seem to “pop” outward and then fall. The pieces don’t have weight. It doesn’t look or feel like an explosion. **Must be addressed for FPM**
**[FRD: We will investigate but are doubtful this will meet FPM]**
* **Class C:** Characters do not have a sprint animation. Rather it looks like the timing of the regular walk animation was changed. Characters will need to have unique running animations, and in some cases may need to take into account their weapons (for example, running with a rocket launcher on your shoulder can’t be easy). **Must be addressed for FPM**
**[FRD: Placeholder sprint anims will be in for MS11]**
* **Note:** Where or how will buzz droids be used in the game?
**[FRD: This is under review – The design Wiki will be updated.]**
* **Note:** Non-Jedi heroes are regenerating health like standard units. Is this intended?
**[FRD: No, this is a bug]**

**STATUS**:

APPROVED with changes
## FPS Content – Ground Cannon Firing to Space (Predetermined path, no player controlled targeting)

Overall

* Verified firing of the ground cannon into space

Good

* Rudimentary player-controlled targeting (over-achievers!)

Areas to Improve

* **Class B:** There’s no visible laser or missile that is launched from the ground cannon. The ground to space cannon fire needs to be so obvious that it can be seen from anywhere in the battlefront if one is looking in the correct direction. While it need not be a final graphic for FPM, we expect that it’ll be visible for FPM. **Must be addressed for FPM**
**[FRD: Agreed.]**
* **Class C:** The Targeting UI is currently very rough, but we assume it’s placeholder.
**[FRD: Yes, this is placeholder]**
* **Class C:** The explosions look tiny on the surface of the capital ship, and there’s no visible sign that it hurts the capital ship in any way. **Must be addressed for FPM**
**[FRD: We will scale up the explosions for FPM]**

**STATUS**:

APPROVED with changes
## FPS Content – Space to Ground Firing (Predetermined path, no player controlled targeting)

Overall

* Verified firing of the ground cannon into space

Good

* We were able to target the cannon!

Areas to Improve

* **Class B:** There’s no visible laser or missile that is launched from the space cannon. The ground to space cannon fire needs to be so obvious that it can be seen from anywhere in the battlefront if one is looking in the correct direction. While it need not be a final graphic for FPM, we expect that it’ll be visible for FPM. **Must be addressed for FPM**
**[FRD: Agreed.]**
* **Class C:** The Targeting UI is currently very rough, but we assume it’s placeholder.
**[FRD: Yes, this is placeholder]**
* **Class C:** There are no guns visible on the capital ship capable of firing at the ground. **Should be addressed for FPM**
**[FRD: We believe this is a per the movies]**

**STATUS**:

APPROVED with changes
## FPS Content – Voice recording (LucasArts)

Overall

* Voice Recording is delayed out of this milestone.

Good

* Talent Auditions are ongoing

Areas to Improve

* **NOTE**: 1st set of audition tapes are ready for review

**STATUS**:

N/A
## General Feedback

* **Class C:** Infantry target lock needs to be implemented. **Must be in for FPM**
**[FRD: Noted]**
* **Note:** The Ewok villages on Endor seem very sparse. It seems like there would be more huts along the trees.
**[FRD: Noted]**
* **Note:** The forest on Endor seems fairly sparse. Not a lot of trees.
**[FRD: Noted]**
* **Note:** Unable to go into 1st person perspective on the Melee class or with Jedis – is that as designed? If so, can you go into details as to why?
**[FRD: This is intentional following our experiences with BF2]**
* **Bug:** The footstep sfx doesn’t sound like a footstep.
**[FRD: Noted]**
* **Bug:** The footstep sfx can still be heard when flying a starcraft, and occasionally when driving other vehicles.
**[FRD: This is a bug]**
* **Bug:** Exiting a vehicle almost always results in the player’s death as the vehicle usually continues moving and squishes the player. **Must be addressed for FPM**
**[FRD: Agreed]**
* **Bug:** Characters are not staying prone.
**[FRD: This is a bug]**
* **Bug:** Republic gunship has collision over open doorways. Expectation in seeing those big openings is for players to be able to jump through them. Currently there is collision which blocks that.
**[FRD: This is deliberate. A button (triangle) must be used to properly board craft]**
* **Bug:** Unable to go into 3rd person perspective as a passenger in the gunship.
**[FRD: This is intentional]**
* **Note:** The LAAT’s side doors should close when the ship enters space.
**[FRD: Agreed]**
* **Note:** We were able to shoot the passengers sitting inside the LAAT without damaging the LAAT itself (hitting the passengers directly). Since this is an open cockpit vehicle, we were very happy to see it behave this way. Nicely implemented.
**[FRD: Thanks!]**
* **Bug:** In network games, clients in multiperson vehicles can die unexpectedly as the vehicle is manuevering.
**[FRD: This is a bug]**
* **Bug:** In network games, if the server host is in the passenger section of a multiperson vehicle, clients on the server cannot enter the driver section.
**[FRD: This is a bug]**
* **Bug:** The jetpack doesn’t work on a network game’s client. The client will launch into the air and hover over the ground without moving.
**[FRD: This is a bug]**
* **REQUEST:** Please remap the free-cam controls such that we can navigate it with the controller instead of the keyboard.
**[FRD: Noted]**

## Art Comments

More thorough Art comments will follow shortly

**Cato Neimoidia**

* **Note:** There are a lot of wide open spaces without cover.
* **Note:** The city geometry is extremely dense. There’s no clear path through the city so we don’t understand how the action of the level will flow.
* **Note:** Is the large overhead “ring” meant to be there? If so, is it a natural arch that the city is suspended under?
**[FRD: If you land next to the M. Falcon you will be in the playable area and should see a clear path. The ‘ring’ is intentional and was placed in accordance with film reference.]**

**Mustafar**

* **Note:** There is a depiction of a Wookiee/Man/Machine hybrid on one of the displays. Is this the concept for the “spoiled clones”? If so, please send through concept art so we can run it by licensing before major modeling takes place.
**[FRD: This is placeholder artwork]**

**Clone Hover Tank**

* **Note:** Needs some color. See other clone vehicles as example. White paint with distressed markings.
**[FRD: Noted]**

**The Emperor**

* **Note:** When animated, will he be hunching? His shoulder position suggests that he does not stand completely upright, i.e. his neck is set down low around his shoulder.
**[FRD: We will investigate]**
* **Note:** In game conditions, how much of his face will be in light, and how much will be in shadow?

	+ Concern, his teeth may be overly evident if they are the most visible part of his face.
	**[FRD: Noted]**

 **Dooku**

* **Note:** Will his cape animate in two layers? The fold at the bottom cornerssuggests that it might, i.e. the cape tips at the bottom are folded.
**[FRD: His cape will not animate in two layers]**

**Tatooine**

* **Note:** Mos Espa is populated almost entirely by narrow towers and small huts. In Episode 1, the city also includes a number of large “townhouse” or “apartment” style structures.

	+ From the air, the landing bay, crashed ship, and republic base really dwarf the city, making it seem like a tiny outpost.
	**[FRD: Greater building density will be present in MS11]**
* **Note:** Where did the homestead go? Is it coming back? It was an extremely iconic location.
**[FRD: The homestead played poorly so has been removed. There will be a new smaller one more suited to the gameplay]**
* **Note:** Is there a possibility of including low-quality tusken huts, or sandcrawlers beyond the playable area for flavor?
**[FRD: We will investigate this after Phase 2 delivery]**
* **Note:** Is there any possibility of simple NPC jawas appearing throughout the level?
**[FRD: No. These are likely to prove too much of a cost to performance.]**
* **Note:** The northwest corner of the map is pretty empty. Is there going to be anything out there?
**[FRD: The droid landing ship will occupy the north-west area]**

	+ Mos Espa is looking better, but it still doesn’t quite feel like Star Wars.

**General**

* **Note:** Extremely difficult to tell which building/interior doors open and which do not. – will there be a solution in place for FPM?
* **Note:** There are a large number of huge Imperial symbols on the floors of many levels (such as the star destroyer). To us they look out of place; were they taken from movie reference?

## Milestone 11 – Monday 19ᵗʰ March 2007

Milestone 11 – Monday 19th March 2007

Running on PC, X360 and PS3

* Iterative improvements on a playable section of the game incorporating the Vertical Battlefront. Gameplay will be Tatooine Conquest (Instant Action) over the vertical battlefront

**[LucasArts]** What iterations are intended for MS11?
**[FRD: The iterations are detailed below]**

Additional deliverables:

* Jedi Force Power (Lightsaber throw and Stun)
**[FRD: Only Lighsaber throw, no stun]**
* AI using Jedi Force Power abilities on Tatooine for First Playable and Jedi Arena

**[LucasArts]** What specific Force Powers will the AI use? In what situations will the AI use their Force Powers? Will AI Tier 2 heroes actively seek out and engage other heroes?
**[FRD: All powers except jump and sprint. AI will be using their powers for combat. Tier 2 heroes won’t actively seek out other heroes.]**

* Galactic Conquest Design – final
* AI using land vehicles

**[LucasArts]** What specific behaviors will the AI perform in land vehicles? All land vehicles?
**[FRD: AI will pilot from one point to another]**

* Ground to space cannon

**[LucasArts]** How will this differ from MS10 delivery?

* Capital ship to ground cannon

**[LucasArts]** How will this differ from MS10 delivery?
**[FRD: The cannons will have enhanced visual effects and an improved interface]**

* Other large ships in space

**[LucasArts]** What ships will be used here? Are they small capital ships or are they large capital ships with interiors? What map/setting will they be present in? Will they fire their weapons? Will they be destructible?
**[FRD: Frigates (Munificent Class and Acclamator – exterior only). They will be present above Tatooine. They will fire weapons but not be destructible.]**

* Multiple capacity vehicles (troop transports) , including respawning

	+ **[LucasArts]** Which vehicles will have multiple capacity in this delivery?
	**[FRD: The ships will be the droid gunship and the LAAT.]** What map/setting will we find it in? **[FRD: Tatooine]** Does respawning refer to being able to spawn in a troop transport? **[FRD: Yes]** Will this feature be available in all vehicles in this category? **[FRD: Yes]**
* Capital ship turrets (AI only)

	+ **[LucasArts]** Does this refer to anti-starfighter turrets?
	**[FRD: Yes]**

Art

* Tatooine - Phase 2
* Endor - Phase 1
* CIS Cruiser - Phase 2

Setup (Multiplayer)

* Coruscant Phase 1

Setup (Story)

* Tatooine Phase 1
* Kashyyyk Phase 0

* Voice delivery to FRD

**[LucasArts]** We’ll need to defer this delivery. We expect to have placeholder radio chatter in the FPM. Will an initial pass on that be in MS11?

**Overall Rating: PASS - £345,000.00**