Battlefield heroes:Battle Royale


Battlefield Heroes as a Battle Royal
The Core Idea
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Take the stylized, humorous world of Battlefield Heroes and drop it into a cartoony, over-the-top Battle Royale experience—somewhere between Fortnite, Totally Accurate Battlegrounds, and Fall Guys, but with Battlefield-style gunplay and vehicles.
Platforms
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Cross-platform from day one: PC, console, and mobile.
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Built for casual pick-up play but deep enough for competitive fans.
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F2P with cosmetics as the monetization model.
Why this could work
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1. Unique Art Style in a Crowded Market
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The market is saturated with realistic BRs (Warzone, PUBG), but few go the goofy-but-satisfying route like Fortnite or Realm Royale.
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Battlefield Heroes’ art style is timeless and could stand out again in a modern engine.
2. Battlefield Mechanics in BR Form
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Use classes (Soldier, Gunner, Commando) with passive abilities—like Apex Legends, but more arcade-y.
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Add vehicles—Battlefield's signature tanks, jeeps, and planes—something few BRs do well outside of Warzone.
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Simple, satisfying shooting with room for skill—accessible, but deep.
3. Tone & Humor = Differentiator
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Fortnite leans on crossovers and memes.
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Battlefield Heroes could lean into physical comedy, ragdoll physics, slapstick, and exaggerated war tropes.



The Pitch
Battlefield Heroes: R is a fast-paced, class-based battle royale where cartoon chaos, goofy vehicles, and slapstick strategy meet classic Battlefield mechanics all wrapped in a nostalgic, free-to-play package.
Who's the Audience?
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Teenagers and young adults looking for something funnier and less sweaty than Warzone or Apex.
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Nostalgic players from the original Battlefield Heroes.
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Streamers & YouTubers—game needs high “clip potential” moments: mid-air rocket kills, goofy ragdoll deaths, etc.

Gameplay Concept: "Battlefield Heroes: Royale"
60–100 players drop into a huge cartoon-style battlefield. Choose your hero class, scavenge weapons, hijack vehicles, and use goofy power-ups to outlast the competition in a world of explosive, slapstick chaos.
Core Features:
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Classes:
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Commando (stealth, sniper)
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Soldier (balanced, healing grenades)
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Gunner (heavy weapons, shield)
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Vehicles: Tanks, jeeps, fighter planes—chaotic and physics-driven.
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Power-ups: Jetpacks, boxing gloves, invisibility potions, ridiculous stuff.
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Emotes & Customization: Skins, goofy hats, taunts.
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Solo, Duo, and Squad Modes
Optional Twist:
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Add base-building or fortification elements—but make it simple (like placing sandbags or setting up a turret).
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Maybe even a "Capture the Flag" or "Control Zone" twist inside the BR format (inspired by classic BF game modes).
Design breakdown
Gameplay Design: Core Mechanics
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Core Loop:
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Drop-In: Parachute into the map from a blimp or glider.
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Loot: Scavenge for weapons, power-ups, and vehicles.
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Combat: Fight using guns, gadgets, and abilities. Vehicles add chaos.
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Endgame: Final circle forces chaotic team fights with vehicles and power-ups.
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Movement & Combat:
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Movement: Sprint, vault, and slide for fluid action.
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Combat: Simplified but satisfying shooting with cartoonish weapons (e.g., bazookas, frying pans).
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Abilities: Each class has unique abilities like invisibility, healing grenades, and deployable shields.
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Vehicles: Land (jeeps, tanks), air (planes, helicopters), and utility (hoverboards).
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Map Design: Layout & Flow
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Map Size: ~4x4 km for 60-100 players.
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Regions:
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Open Fields: Great for vehicles, risky due to no cover.
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Urban Areas: Dense, high-risk/high-reward combat zones.
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Natural Terrain: Forests, cliffs, rivers add verticality and variety.
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Fortified Structures: Bunkers or castles with high loot, high contest.
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Shrinking Circle: The safe zone shrinks over time, pushing players into tight areas. More dynamic than just closing on a central point—encourages strategic movement.
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Key POIs:
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Tanks: High-powered vehicles in contested areas.
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Crash Sites: High loot, high danger areas.
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Blimp Base: A high-altitude POI with special loot but limited access as the circle shrinks.
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Level Design: Dynamic Interaction
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Interactive Environments:
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Destructible cover like fences and walls.
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Weather effects (fog, rain) that affect visibility and movement.
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Timed Events like airstrikes or supply drops that change game flow.
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Verticality: Buildings with multi-level interiors, rooftops for sniping, and ramps for vehicle combat.
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Random Events/POIs:
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Supply Drops: Timed air drops with special loot.
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Resource Points: Areas for upgrading weapons or building temporary defenses.
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Final Thoughts
Final Thoughts
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Player Engagement: Keep players moving and adapting through dynamic terrain and strategic choices.
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Variety: Mix vehicles, class abilities, and environmental features to support multiple playstyles.