Development Cycle Archive

Thread: IC 1-14: Combat Roles; Squad Leader

lorildeh
Wed Jan 21, 2004 11:47 am
#14

What defines theSquad Leaderrole in combat?


Leading the group


What basic combat elements should they possess?


None


What offensive abilities?


None


What defensive abilities?


None


What unique abilities?


in addition to what they already have..Crowd Control:


Singleand AoERoot, 30sec,(enemy can still attack, just cant move) - like a mesh trap, onlyitsan ability


Singleand AoEMezmerise, 30 sec,that completely immobilizes an enemy (cant attack or move)


Group only buffs that are always active, such as defense and offense bonuses


Should add what advantage or asset in group combat?


in addition to what they already have..Crowd control abilities


they should be the main Crowd Controllers in SWG. ie. shoot one scyk, all 5 come.. SL can CC the 4 adds.


How could/should they interact with other professions?


Temporary group only buff and support (CC)roles


What interaction / dependencies should exist with other combatants?


They are nothing without a group, they have no special defensive or offensive capabilities of their own.


What should be their unique role in the Galactic Civil War?


Commanders, leaders, strategist, etc.. same as in PvE



Pistoleer (master) Creature Handler (master)
Commando (0,0,4,0) Smuggler (1,0,1,4) Bounty Hunter (0,0,0,4)
Droid Engineer (master) Bio Engineer (master)
Pets don't grow anymore.
Character Advancement via PvP and the GCW
POLL: Should CH be an elite profession or a side profession?
Fluxxen
Wed Jan 21, 2004 11:53 am
#15


What defines theSquad Leaderrole in combat?


To lead the group, direct them correctly and to improve the perfomance of others. This is done now, but not to a degree where it is worth being a squad leader, any other profession adds more to the group for those skillpoints worth.


What basic combat elements should they possess?


Combat buffs, like the ones they have now but better and with more effect.


What offensive abilities?


Unique weapon certifications:



  • Light Repeating blaster, like a lightning gun or acid rifle, but not as powerful. Blast weapon.

  • Heavy reapeating blaster - Must have 2 or 3 man to use (third man is optional, adds to accuracy and speed) Is not movable when placed until after combat ends. Should have enough damage to be worth using up 3 man during battle. Blast damage. Good against Tanks (AT-ST / AT-AT)

What defensive abilities?


Group bonuses, just like now.


What unique abilities?


Combat buffs, just like now, but more useful. Group weapons, see above.


Should add what advantage or asset in group combat?


Is ONLY an asset in group combat.


How could/should they interact with other professions?


Should improve the effectiveness of ALL other combat professions. None should be better out without a SL in a group.


What interaction / dependencies should exist with other combatants?



  • Needs other members for the Group weapons

  • Need a group to be useful

  • Groups need them to be truly useful

What should be their unique role in the Galactic Civil War?


Leading strike teams / defences.


How can one make the profession more interesting in groups and outside groups?


Put the advanced droid certifications in SL. They are a proffession meant to direct heavy fire and groups, here is the chance to give them something good to add to the group. Let a SL have the ability to have up to 3 droid (3 at master) and up to 30 Droid levels (at master), so they can have one lvl 30 Droid or 3 lvl 10 droid or anything in between (at master level). Their training in directing people would be perfect for also directing advanced droids and groups of droids. It would also make it more easy for SLs to get xp when there is no group to be found, they can always have a small group of droids. A good SL will also choose whatdroid to use based on what profession(s) that is missing in his current group.









Jirigan "Jinx" Nix
Smuggler and Captain of the Distant Star
Mos Mosel (2764, -3060 on Tatooine) - Roleplaying community
- I support Star Wars Galaxies!
NarCranor
Wed Jan 21, 2004 12:49 pm
#16

What defines theSquad Leaderrole in combat?
Providing Centralized command and control over his squad to provide increased combat efficiency and teamwork.


What basic combat elements should they possess?
Not sure what you mean here, but they should provide their squad with unique abilities and some various combat bonuses. Basically, they should provide enough advantages that a group lead by a SL fighting a group that does not have a SL should win 9 times out of 10.


What offensive abilities?
There should definately be a modified version of volley fire that allows for specific pool targeting and use of special attacks. There should be an accuracy bonus, and perhaps a damage bonus.


What defensive abilities?
There should be either ranged and melee defense bonuses, (like there are now) dodge bonuses, or damage mitigation +1 bonus (so that it is possible for someone with ranged and melee mitigation 3s to get ranged and melee 4 if grouped with a high level SL.


What unique abilities?
Role designation is a key SL ability, IMO. This is what would make other professions WANT to group with a SL. Most of the professions should gain some unique ability when grouped with a SL, such as being able to transfer radar data to the group (point man for rangers), or increasing the weapon range by 50% for a rifleman (sniper), or gaining a new special ability like cover fire for carbineers (removes aggro from a friendly and forces target to prone) etc etc. There is an expanded thread on role designation on the SL board linked from the floated "current proposals" thread by irott.


SLs should also potentially be able to directly or indirectly create and place some fortifications and/or turrets. This can be done through role designation by unlocking new camp type objects for weaponsmiths, rangers, scouts, armorsmiths and architects, or they can just be camps that the SLs can use themselves. I personally would like to see the crafting professions given a combat crafting ability, simply to add more variety and interest to those professions. A lot of people who play as a weaponsmith or other crafting profession, also took a combat profession. This should tell us that they still want to be involved in combat to some degree, and not just pigeonholed into crafting. Give us role designation and give us roles for the crafters in combat as well.


The other key SL ability should be to heal mind damage. Not wounds, not buffing, just heal damage. I know this ability was given or is going to be given to combat medics, but this is really the domain of squad leaders. They talk to troops, increase their morale, which can be represented by healing damaged mind pool. They should have an ability called boost morale (heh) that has them make a small speech, that heals 100 mind for everyone in the group. Combat medics can still heal mind, thats fine, but we should be able to as well, if only in a limited capacity.


Should add what advantage or asset in group combat?
Well, the various passive bonuses they can provide are a plus, and the unique abilities they unlock are key. If no combat medic is around, we are able to heal mind.


How could/should they interact with other professions?
We could provide traditionally non-combat professions with unique combat abilities via role designation, where even a chef can suddenly become a formidible group asset with the mess hall specialist ability (can make and distribute food to his entire group without using a trade window, group members can eat the food by typing /eat instead of having to open inventory in the middle of combat). It is abilities like this that will keep the crafters and support professions that also have a single combat profession (as opposed to being an all combat character) coming to squad leaders for grouping, because they will feel unique and important to the group.


What interaction / dependencies should exist with other combatants?
The other combatants should realize if they are doing PVP, and arent grouped with a SL, there is no way they are going to win in a fight against a group with a SL. For PVP, they should be more dependent on the SL. For PVE or PVE battlefields, they should know that they will be able to accomplish the mission or battlefield with a bit more ease than without a SL. Perhaps everyone in the squad can get a small combat XP bonus for each kill (1-5% or something) when grouped with a SL.


SLs are obviously dependent on other combatants to form a strong group. Yes they may want a few crafter/combat hybrids for those unique abilities, but you will still want a heavy dose of the primary combat professions to balance out your group. SLs are also dependent on combatants to get combat XP so that they can get SL XP.


What should be their unique role in the Galactic Civil War?
They should definately be planning, arranging and participating in PVP battles. They should be adding a tactical element to combat, and diversifying the battlefield population with some professions other than bounty hunter, commando, rifleman and creature handler.





http://www.fandom.swnsu.com
Star Wars Online Fan Comic (Rebel Intelligence Team)
ideas
Wed Jan 21, 2004 2:11 pm
#17


What defines theSquad Leaderrole in combat?


The Squad Leader is not the best warrior, but he helps a group move and fight better than they would by themselves.


What basic combat elements should they possess?


Special abilities that enhance the performance of people in the SL's group.


What offensive abilities?


Nothing special of his own, but the ability to improve group accuracy and/or speed in combat.


What defensive abilities?


Nothing special for himself, but the ability to improve defensive bonuses for the group.


What unique abilities?


Group-affecting combat buffs. Enhanced movement, enhanced defense, enhanced combat speed, enhanced accuracy. SL should also have the best ability to control "people pets" -- like stormtroopers and rebel NPCs.


Should add what advantage or asset in group combat?


Synergy. That is, he helps everyone in the group be better at what they do (at least, combat-wise). A group with a SL should be noticably superior to a similar group without one.


How could/should they interact with other professions?


The SL is a combat enhancer. By himself, he is no better than his prerequisites dictate. Even a Master Brawler/Marksman with no elite profession should make short work of the lonely SL.


What interaction / dependencies should exist with other combatants?


SL provides buffs and bonuses to all combat professions. Perhaps even an increased healing speed for medics. The SL in turn depends on a group to make his skills worthwhile. By himself he is not much.


What should be their unique role in the Galactic Civil War?


Best control over faction pets like stormtroopers. The SL should be able to handle more "people pets" than anyone else. The SL increases the size of a group in this manner,and also enhances the effectiveness of a group with his combat buffs.


Added Question: What is their weakness or shortcoming in combat?


Alone, they are pretty poor fighters. A lone SL with faction pets vs. a lone CH with creature pets should skew in favor of the SL, but just barely.







So, let me get this straight: To advance my character, I have to give up my current abilities?

Flurry: Ikeya Ibye (Master Droid Engineer, Master Artisan, Master Merchant)

IKEYA Grand Mall - Naboo, Moenia - Waypoint 5000 -4000



Velisimner
Wed Jan 21, 2004 5:48 pm
#18

Atrue SL has what it takes to lead troops into battle with a strategy in mind. A SL MUST BE COMBAT EFFECTIVE! I cannot see why people are suggesting that they have no combat abilities. i cant! if i was gonna follow someone into battle i would like to hope that they are doing their fair share of the fighting. i'd also follow a beautiful woman into battle but maybe im crazy...but a SL is a fighter too!


how else did a SL come to be an SL if not through combat and study. combat experiece is essential, its hand-ons testing of strategies and tactics he has studied.


at best an SL should bring a huge benefit to a group, or else there is no use for them. also i am finding that somethings suggested are character based things the player must be for example, startegies should not be given, thats for the SL to decide. this would ultimately be a test for a good SL. they would learn in combat and correct the mistakes they have made.


anyways thats my few pence of suggestion - COMBAT EFFECTIVE A SQUADLEADER IS NOT A SISSY!





Valomir Velisimner | mercenary

irott
Wed Jan 21, 2004 6:19 pm
#19






Velisimner wrote:

Atrue SL has what it takes to lead troops into battle with a strategy in mind. A SL MUST BE COMBAT EFFECTIVE! I cannot see why people are suggesting that they have no combat abilities. i cant! if i was gonna follow someone into battle i would like to hope that they are doing their fair share of the fighting. i'd also follow a beautiful woman into battle but maybe im crazy...but a SL is a fighter too!





The point is that the specific profession of Squad Leader shouldn't make you combat effective. Any combat skills should be gained from another profession. Every Squad Leader skill should work towards the groups advantage... not the just the SL.


The only case where I know a SL combo to be effective thats not combat related is doctor... and thats just as a support role as well. Though waisting the marksman skill points doesnt work for me.



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

JerynChoice
Wed Jan 21, 2004 6:50 pm
#20


What defines theSquad Leaderrole in combat?


The squad leader is a professional group leader. Being led by a squad leader helps a group to realize their ultimate potential. A master squad leader's group should be harder to defeat than a similar group led by somebody else.


What basic combat elements should they possess?


As a support profession, the squad leader's role should be that of keeping the squad alive and functional. Some state changes that affect combat (stun, dizzy, intimidate..) can either be cured by the squad leader orresistances to those state changes are received under command of a squad leader (per the skill of the squad leader).


What offensive abilities?


A squad leader should have no, or few, overtly offensive abilities. Rather, they should augment the offensive abilities of the squad.


What defensive abilities?


Supposedly a


What unique abilities?


Should add what advantage or asset in group combat?


How could/should they interact with other professions?


What interaction / dependencies should exist with other combatants?


What should be their unique role in the Galactic Civil War?

Matadore
Wed Jan 21, 2004 7:17 pm
#21

Its interesting how many people who aren't SL's replied. Oh,well here's my 2 cents.


What defines theSquad Leaderrole in combat? The SL should enhance the abilities of the group. He is the leader, their rally point and their motivation. A group with an SL should have significant advantage against one without.


What basic combat elements should they possess? The ability to increase the effectiveness of the group through both active and passive abilities. Designate target, target specific HAM pool, temporary buffs through the use of rally cries and such. The ability to unlock special abilities in other players, better accuracyand speed. The ability to call for reinforcements. To make shuttle drops in places other than cities, to call in indirect fire (mortar, artillery or air strike)


What offensive abilities? None of his own. If the SL wants his own skills, he can pickup a combat profession in addition to SL. But in a group offensive skills should be enhanced. (Speed, accuracy, damage,etc)


What defensive abilities? Again, none of his own. But should have defensive bonuses for groups when "fortified" or set up in a defensive formation.


What unique abilities? Designate targets, target specific HAM pools regardless of groups weapons, Indirect Fire, Air support, Air drop, Med-evac. Special examine that shows SL what type of weapon a target may be carrying. Ability to designate roles within a group that enhances the ability of that player. (a medic designated as a medic may have better heals, range, etc). Ability to hide from radar in order to perform a recon of a target base(limited in range and cannot equip/use weapon while in cover)


Should add what advantage or asset in group combat?See above. The SL himself should be an asset or advantage in group combat.


How could/should they interact with other professions? Enhances other professions. Increases their abilities or unlocks special abilities when grouped.


What interaction / dependencies should exist with other combatants? Same as above. For non-combat proff. Need ranger to setup DZ for an airdrop. Need crafter to make radio to call in airstrike...


What should be their unique role in the Galactic Civil War? Allow special missions (SL mission terminal?) to be run when grouped with SL. These missions would be more complicated than the plain destroy missions. Things like hostage rescue, plan stealing, base destruction. Faction missions with an SL should give more faction points.


Recommend visiting SL forum and look at "what we have proposed so far" post. There are excellent discussions there that do not quite fit into your question bank above, but will give you a better feel of what the SLs want. This post seems to be lacking the detail to make it happen.





Kylekatemikaela
Corbantis - Squad Leader / Carbineer / Bounty Hunter
DanteCalvert
Wed Jan 21, 2004 8:03 pm
#22

What defines the Squad Leader role in Combat?


What I am dissapointed in, is exactly this. Our best ability is what we gain at novice, sysgroup messaging (which needs to stay up for at least five seconds, alot of my group doesnt see these .5 second messages in battles). Rally and steadyaim can be useful also, but they hardly work in large groups (as a master, much less near Novice). We need more combat orientated skills, which I believe the GCW can intervene in.


What basic combat elements should they posses?


The ability to place defensive structures, or to actually shift the groups target to one target, instead of just having them use one attack which the group wont even notice.


What Offensive Abilities?


As I mentioned above, SL's should be able to shift the groups target permently, until the individual decides to cycle to a new one. Also, the devs are thinking of putting in E-Web blaster cannons for Commandos etc? I think it should require a Squad Leader to place one of these things, but with this requirement they should be very deadly.


What Deffensive Abilities?


There is currently no point to mastering the Survival skill tree in Scout to get SL. The ability to place strongholds, enough said. This couldgo under the mobility tree.Like scout/ranger camps, except they are used for combat purposes, not pet/wounds. These structures could give defensive boosts in combat, although they require a great deal of HAM, and even alot of wounds to place.


What uniqe abilities?


Well, SL is already uniqe, it just needs to be given a boost. However, something needs to be added like form up. Some kindof command that can stop poisen, disease, and the flame DoT. You would need to be a master, or very high level SL to use this.


Should add what advantage or asset in group combat?


Basicially what it does now, but in more effect. Depending on the level of the SL, defensive bonus' to flame, kinetic, energy, etc damage. Also the stronghold ability and evreything they currently have. Also, they should be able to increase accuracy and damage for meele and ranged weapons.


How could/should they interact with other professions?


Commando, place E-Webs, and add damage/accuracy/defensive capabilities to all professions.


What interaction / dependencies should exist with other combatants?


Same question as above. Except for enemy combatants, MABYE they could get a demorilizing ability. This would make the enemys spirit loosen, they would loose accuracy, damage, and defensive (not on armor) capabilities. This would be like a CM throwing a poisen, although nothing physical is thrown, mabye you only see a white energy burst over the enemy, signifying this.


What should be their unique role in the Galactic Civil War?
The abilitiy to call upon 180 (or more depending on skill) NPC's. For imps, stormtroopers. For rebs, rebel NPC's. For Neuturals, whatever the sector police is. IE Naboo, RSF. Corellia, CorSec, etc. Mabye (just mabye) a Master Squad Leader WITH a group of at least 15 players not pets could call upon a 5 minute AT-AT? For rebs mabye a tank, for neuturals, a different type of tank?


Note: MANY of the above suggestions you may think, will make SL the "all powerful" profession, and evreyone will want it. However, they wont. SL's are meant to be group leaders, the bigger the group the more abilities they gain. Solo, or grouped with pets they are useless. If you (the devs) enforce that, then the SL profession will remain small, but at least we will be useful.


Also, make getting SL XP harder. It took me a couple months, but I didnt realize how to get it so fast. Many people can master this profession in under a day, or a week. Please make getting SL xp harder, somehow. Add bi-requirements for some skills mabye? For example for master mabye 1,000,000 SL XP and 500 Apprentice Points.


Just my two cents.




Colonel Oriellien Calvert
Agent of the Empire
!The Second Longest Lasting Master Squad Leader On Naritus!
ob194
Wed Jan 21, 2004 10:07 pm
#23

http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=11230


All questions answered within...



-ob
TK933
Thu Jan 22, 2004 2:06 am
#24

What defines the Squad Leader role in combat? Squad Leaders are group leaders, they are the captian of the football team calling the plays. They are the safari hunter, leading their expedition into the wilds. They are the gang leader, inspiring their men through fear. They maintain disipline, establish targets, and coordinate attacks. Squad Leaders must be aware of the developing situation so they can effectively direct fires and troop movements. Squad Leaders are not player handlers, they should not be allowed to force players to do things, or use a player's character in anyway, but they should have the tools to help the players focus on achieving a single goal.


What basic combat elements should they possess? Squad Leaders improve the group's fighting effectiveness. They should be able to remove psychological effects (dizzy, stun, and intimidate. Some people think the SL should cure blind also, but I see that as more of a physical state than psychological.), get soldiers fighting again when they feel like quitting (heal mind damage) "Sir, they are shooting at us!" "Then shoot back!" "I can't see sir, I'm wounded!" "We're all wounded son, just keep your foot on the gas!" and make the squad move faster (extended burst run, group burst run, shorter duration after a burst run). Basically all the things that the manual says they do.


What offensive abilities? Squad Leaders should increase accuracy and damage of the squad by giving commands that focus their squad's attacks, increasing the odds of each squad member being effective. "Hold your fire till you see the whites of their eyes!" A squad leader should be able to place a crew served weapon, one that operates like a camp (ie placed on the ground and doesn't move. To use the weapon any character in the squad can click on it and choose use from the radial menu and becomes the gunner, like the way the camp stool works. Only one crew served weapon at a time can be out.) These weapons represent heavy military weapons that require crews to operate them. They can be targeted and destroyed.


What defensive abilities? Passive buffs to squad members defenses. Ability to place defensive fortifications like the trench on Hoth in ESB. Commands that raise the special defenses of the squad for a period of time. (dodge, block, counterattack)


What unique abilities? The ability to create landing zone camps where a shuttle can be called. Combat in or around the camp prevents the shuttle from landing or causes it to take off. The ability to use the landing zone to move the squad or call in reinforcements. (Rangers should be given a similar ability called drop zone. The graphics for these "camps" are already in the game, I killed some Dralls at one for this month's story line, and I've seen an Imperial shuttle at an LZ with scout troopers patrolling around it.) The ability to easily set a series of waypoints and transfer them to the members of the group to aid in coordination of movement and attacks.

Should add what advantage or asset in group combat? If every other profession in the group was equal, the group with the squad leader should have the advantage over the group with another non-squad leader. Squad leaders should make a difference with their bonuses, through accuracy, greater defense and the ability to heal mind and psychological states. Squad Leaders conduct Pre-Combat Inspections on their squad, making sure their equipment is functional and fitted properly. They conduct on the spot corrections to fix deficiencies, both before and during combat. They conduct a mission brief and give a short inspirational speech. This should be represented by a group secondary stat buff. A secondary stat buff would simulate the squad leader correcting improperly worn armor (stat loss due to armor encmubrance), efficiency while firing a weapon (reduced cost of HAM from specials) and a sense of duty that helps them ignore the pain and keep going (increased regeneration rate. "The sarge is counting on me.")

How could/should they interact with other professions? Squad Leaders should be sought out for the benefit they add to a group, just like doctors and combat medics. Collection of waypoints for group hunts, and dissemination of a "path" for the hunting group to take. Bonuses to combat. Moving groups quickly from one place to another.


What interaction / dependencies should exist with other combatants? Unlocking other professions special abilities when lead by a squad leader is a neat idea.


What should be their unique role in the Galactic Civil War? Squad Leaders should lead unique missions that require groups of players to complete. GCW battlefields need to be redone. They need to be larger and more dynamic with multiple types of missions. A newplanet could be developed to be a battlefield. Characters wishing to participate in the battle go to the faction recruiter and get a faction order. The faction order acts like a ticket to the battlefield planet, describes the mission and includes the waypoints. You give it to or use it near a transport officer to be transported to the battle planet. Battles would last a fixed amount of time with characters being returned to the faction recruiter at the end of the battle, or when they clone. Missions could be something like "Escort the resupply convoy from depot XXX to location XXX" "Establish a mess hall and maintenance facility at base XXX." (Requires Chef, Artisan, and a crafting profession) The opposing faction would have a mission like "Ambush convoy on route XXX." (Requires Ranger) "Establish Observation Post at location XXX" (Requires Scout, Artisan) "An enemy observation post has been spotted in the vicinity of location XXX, it must be destroyed so we can move troops through the area." (Scout, Commando) "Troops at a field hospital are suffering from some strange disease. Bring medical supplies to the field hospital at location XXX and help heal the troops there." (Doctor, Bioengineer) "Spread new Biological Agent in area XXX" (Combat Medic) "Escort envoy to a meeting with a local tribe at location XXX." (Requires Politician) "Assassinate leaders meeting with the opposition." (Requires a Bounty Hunter) "Clear buildings of opposition forces." (Requires Melee) "Escort USO show to camps xxx, xxx, and xxx to entertain battle weary troops." (Requires Entertainer) "Destroy enemy forcefield generator." (Commando) "Pickup downed pilot from behind enemy lines and escort him to safety." (Ranger) "The enemy is supplying guerilla forces in the area. Meet with the suppliers and retrieve the goods." (Smuggler)...you get the idea. Each mission generated would have a counter mission generated by the enemy.

Gondo
Thu Jan 22, 2004 4:14 am
#25

What defines the Squad Leader role in combat?
The Squad Leaders role in combat is to encourage the individual group members to work together. "The whole is greater than the sum of it's parts" The Squad Leader is the key to getting the group working together and motivating the team to become greater than their individual parts.

What basic combat elements should they possess?
A Squad Leader should not have any combat abilities. It would be expected that a Squad Leader would have a 2nd profession to back-up the Squad Leader profession, be it a combat profession or a 2nd support profession. Having said this the Squad Leader providing additional weapon certifications would be a nice addition, an additional Pistol/Rifle/Carbine cert to be used if the Squad Leader has Pistoleer/Rifleman/Carbineer as a 2nd profession.

What offensive abilities?
The Squad Leader would be able to motivate the group into performing much better offensively. Improving accuracy or damage at any particular time. These would be active abilities (not passive) to allow the Squad Leader to make the call as to when they are required.
Additionally the Squad Leader would be able to designate targets for the group and maybe even a priority order for targets, allowing the group to work together more effectively in combat.
Also the ability to communicate to the group in a clear and obvious maner, much like the current /sysgroup except it would need to stay on the screen longer and an official way to change the colour of this text.

What defensive abilities?
The Squad Leader would be able to motivate the group into performing much better defensively. Improving defense at any particular time.
Also the Squad Leader would be able to place strategical fortifications such as a sandbag wall or a trench in order to gain a tactical advantage. Group members behind sandbag walls would be harder to hit and the enemy meleers would be required to run around.

What unique abilities?
The skills already mentioned are unique to the Squad Leader, it's difficult to think of common skills because the Squad Leader itself is a unique class.
Any ability that aids the entire group to achieve their task in a more efficient way such as offensive mods, defensive mods, target aquisition, movement bonuses, improved healing rates, negative effect reducation or negation.

Should add what advantage or asset in group combat?
The Squad Leader should make a group look and feel more like a well drilled squad instead of just a group of individuals. People should be actively seeking Squad Leaders in their hunting groups because of the benifits they give to the whole team.

How could/should they interact with other professions?
Squad Leaders should give benifits to all professions they group with. Combat professions perform more effectively, rangers build more tactical structures, weapon/armour crafters get added experimention due to the experience and advice from the Squad Leader, Healers and Entertainers are more effective, etc.
The Squad Leader is a group person, he does relatively nothing to aid himself but does alot for the other people around him.

What interaction / dependencies should exist with other combatants?
First and foremost because the Squad Leader does relatively nothing for himself (unless grouped) but effects the group he is in, he _requires_ a group in order to use his skills.
Because he requires a group, groups should require (or at least strongly desire) a Squad Leader, it's only fair after all.

What should be their unique role in the Galactic Civil War?
There is a Strong role for the Squad Leader in the Galactic Civil war which I believe should be strongly associated with the Squad Leader skill level and the Squad Leaders Faction Rank.
The Ability to aquire tactical information such as larger radars, the ability to assign a scout and the scouts radar will be copied on to the Squad Leaders radar, shared waypoints.
The ability to expand the /sysgroup over multiple groups to spread communication to a platoon or entire army.
The ability to provide tactical buildings such as FARPs and other temporary structures to aid in the particular battle that is occuring. For example the ability to construct a temporary cloning center and medical tent or a command building where the Squad Leader can observe and command the battle from a more 'real time strategy' like interface.
These are all good examples that have been floated on the Squad Leader forums, and there are many more.



-------------
Rains Akkadian - Master Squad Leader / Master Carbineer - Chimaera
Rains Akkadian - Master Squad Leader / Carbineer - Eclipse
Official Carbineer Motto "I bet I can kill me before you can kill me"
BigAke
Thu Jan 22, 2004 4:40 am
#26

What defines the Squad Leader role in combat?

a Squad Leader leads a group of combatants in a battle, he should have abilities to boost a squads performance beyond the performance of a similar group without a leader. his main role is designating targets for the group members, focusing or spreading fire as needed. furthermore he should have the ability to call for certain tatical maneuvers/commands that enhance certain abilities of a squad for a short time.

What basic combat elements should they possess?

basic crowd control weapon specials (already covered by ranged support I-IV), perhaps a bonus on top of that like better accuracy or better chances for those specials to work (could also be achieved by picking up a marksman weapon line)

What offensive abilities?

this profession should provide almost no offensive abilities to the squad leader him/herself.

What defensive abilities?

to ensure that a squad leader actually survives long enough to provide the squad a certain advantage, (s)he should get passive defense modifiers for each squad member that is not incapacitated and currently in combat. once all squad members are down or fleeing those passive defense should drop. (think of this like the squad protecting its leader)

What unique abilities?

while this profession provides mostly unique abilities, i will discuss the tactical maneuvers/commands here:

formup - good as it is now, but i strongly feel that it should remove intimidation and warcry/panic shot-delay, too.

volleyfire - good in concept, but it does not seem to work out in battle. maybe change it so that all shots of the volley hit the same location, though that location would still be random.

boost morale - i think this skill should only affect the mind attributes of the players. perhaps two different versions, one evening out the mind damage and another one distributing mind, focus and willpower wounds would be good.

steady aim - i dont see any real effect when using this skill, but i feel that it does not provide enough advantage for the cost (or does not last long enough)

cease fire - a skill that prevents the squad members to open fire on a target unless that targets attacks first.
good skill for those squad members with itchy trigger fingers. it should stop immediately when another command is given.

fire at will - this command does nothing itself, but it stops the "cease fire"-command

forced march - prevents all combat, stops all HAM-regeneration and drains the HAM-bars of all squad members over time (not in big steps like bleeding but more like reverse regeneration) but provides extra movement speed.

furthermore a master squad leader should have a target monitor similar to the group list: it shows all targets that are in combat with the group, giving the squad leader some kind of overview what is going on a the moment.
it should show all targets that are currently attacked by the group members as well as some targets that attack a group member - attackers shooting from cover should not immediately pop up in the target monitor, but they show up after a certain number of attacks (similar to the fact that creatures do not know what hit them at first but after a few shots they charge the attacker)

also a waypoint management system would be good. allow the squad leader to see all mission waypoints of the squad (properly updating as soon as they are relocated) and let the leader designate a waypoint (maybe more than one) that shows up for all group members.

Should add what advantage or asset in group combat?

a squad leader should provide passive modifiers to the whole group. one concept would be that the squad leader enables the group to share their some of their modifiers, like if a ranger is in the group, his creature knowledge would be passed on to all group members (think of this like the ranger tells the group about the creatures when he sees them) - same goes for terrain negotiation, burst run, mask scent and other skills, perhaps even combat modifiers like accuracy, speed and defenses. just keep in mind that shared modifiers do not add together, just the highest modifier of a squad member is passed to all other members.

two different progression methods could be chosen here:
if the squad leader progresses towards master either allow more different skills to be shared among the group or the squadl leaders level determines the maximum level of modifiers that are shared.

How could/should they interact with other professions?

since squad leader is unique in nature it should combine well with any other profession. however the squad leader abilities should not increase the performance of the leader him/herself, it is just to boost the squad.

What interaction / dependencies should exist with other combatants?

this profession needs a high level of interaction and dependency, the leader issues orders, uses tactical maneuvers to improve the performance of the squad and is totally dependant on having a squad to lead (unless he has an additional profession that enables him to fight on his own)

What should be their unique role in the Galactic Civil War?

i think it would be interesting if squad leaders would be allowed to lead bigger groups of NPC characters on certain battle grounds, perhaps even a mix of PCs and NPCs to allow battles of epic size.



--
basically i dream of a game system that does not need to help NPCs by giving them ungodly amounts hitpoints, resistances and damage, where there is no need for special damage reductions in PvP...
Page 2 of 9