Development Cycle Archive

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

DarthNecron
Thu Jan 29, 2004 2:51 pm
#66

Oh I forgot to mention. The Squad Leader does sacrafice alot of personal Defense & Offensive stats.

Perhaps a small consetion could be made to buff his own Defense and Combat.



Necron K'un,
Pax Imperius,
"Peace Through Fear"
PhaerV
Thu Jan 29, 2004 6:05 pm
#67






What defines theSquad Leaderrole in combat?


1. The ability to coordinate theactions of the people inthe SL's group during combat.


What basic combat elements should they possess?


1. Their Combat Role is support, as stated above. Their abilities should reflect this, and the currentabilities of this class do. However, they could have somegroup combat-buff skills based on their Marksman "Ranged Support" tree.


What offensive abilities?


1. Ranged Support weapons, like mortars and grenade launchers.


2. The 'Hot Drop'. The SL's ability to transport their group,en masse,to a Waypoint on the planet that they are currently on.


What defensive abilities?


1. Group versions of their Marksman "Ranged Support" defensive skills.


2. The ability to create Field Base camps. Let's face it, "Why do SL need the Survival tree in Scouting, if they do not get any advanced camps of their own?" The SL should be the class that can create the Field Base type camps that the Ranger class currently has. Last time I checked, a real Wilderness Guide doesn't go around with enough support equipment to set up a camp like the "High-tech Field Base". However the military does. The "Field Base Kit" and "High-tech Field Base kit" should be in the SL profession. The Ranger camps should be moresimilar to their "High-Quality Camp kit" gained at Novice Ranger.


What unique abilities?


1. Field Bases set by a SL remain for a fixed length of time and do not disband if the SL is attacked.


2. The ability to pull multiple Faction Pets. (see GCW below)


Should add what advantage or asset in group combat?


1. The ability to change the active target of every member of their group to the one their are currently targeting.


How could/should they interact with other professions?


1. Not sure about this one. As far as I can tell, they don't have any now as it is. Not many people go out of their way to group with a SL like they to with a Combat Medic or TKM.


What interaction / dependencies should exist with other combatants?


1. The SL is dependant on their group's ability to keep them safe.So that the SL may continue to coordinate the actions of the group.


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


1.Someone else'ssuggestion ofSL participation in the shutdown of a faction HQ would be nice.


2. The ability of a SL to pull Faction Pets (non-vehicle) as a Creature Handler does.


3.The ability to'train' Faction Pets (non-vehicle) to use their Special Attacks as aCH does for animals. For example, a SLtrains a Stormtrooper to use the'Suppression Fire' specialwhen told "Keep their heads down!"


4. The Orbital Strike and Emergency Pick-up Faction perks from Beta-3 would also be appropriate.




Jyanix Bach; Capt. of the Chinatown Militia, Lok
Commando / Squad Leader
Wanderhome Server
NarCranor
Sat Jan 31, 2004 3:39 pm
#68

I figured it wouldnt hurt to copy and paste the entire Role Designation post in this thread for the devs to have easy access, so I tossed it in below. I have an earlier post in the thread that answers the dev questions.



I know I have done this in a few various threads, but I figured ive re-typed the same ideas enough times that perhaps I should just give it it's own thread and spew them all out in detail. Basic concept here is that role-designation gets its own tree (perhaps replacing the mobility tree or something else) or is combined with another tree, and at each skill box, you get 1-3 additional roles that you as a SL can designate. Its also possible (since there are so many professions) To simply give 1-2 roles per box in ALL boxes.



The only rules here are that to qualify for a role designation, you have to meet a profession requirement (have novice box for that profession) and you can only hold one designation at a time. (You cant be the field medic AND point man)



With that said, here are the list of designations ive thought up, and the classes they go with, profession first, then role designation title, then description:


Architect: Military Engineer: Unlocks the ability to createa few wartime buildings/tents such as the field hospital, mess hall, and bridges. These structures are primarily for construction on battlefields, and can last the entirity of a battle. Perhaps some of the structures (like bridges) can be used for PVP or PVE outside battlefields.


Armorsmith: Combat Engineer: Unlocks the ability to create small defensive structures such as trenches, sandbags, barricades or shield units that are immobile.


Carbineer: Cover-Fire Specialist: Is able to use the"cover-fire" ability, which, when you target your teammate currently under attack, removes the aggro from him, and forces the target to a prone posture (though the target can immediately stand back up) This attack does no damage to the target.


Chef: Mess Hall Specialist: Chefs are now able to distribute food with a /distribute command to all group members or /distribute <name> to a specific member. This allows them to hand out food without using a trade window (which is a pain in mid combat) If there is a mess hall specialist, any food distributed by them should be able to be consumed with a /eat command, instead of having to open inventory.


Creature Handler: Wrangler: Allows the CH to deploy an additional creature.


Dancer: USO Show: I know it needs a new name, heh, but basically they would gain the ability to heal BF in the field while camped.


Doctor: Field Surgeon: reduces HAM cost for revive, makes revive possible on a battlefield.


Droid Engineer: Field Mechanic: Is able to repair broken or destroyed droids more quickly. Can drag droids to a safe location to repair them.


Fencer:


Merchant: Quarter-Master: Can access bazarrs via remote and have supplies air-dropped for a large HAM cost.


Musician: Bugler: Plays music while moving, adds a small movement bonus to both those on foot or mounted.


Pikeman:


Pistoleer:


Ranger: Point Man: Allows the ranger to scout ahead of the group. The entire group (or at least the SL) can see the point man's radar data on his own radar screen or map.


Rifleman: Sniper: All the rifleman's rifles have their range increased by half again. (so about 90+ meters)


Tailor: Uniform Designer: Allows Tailors to create uniforms for the entire team. These uniforms have severely low durability (like 1). Or they automatically dissapear when the group is disbanded.


Teras Kasi: Infiltrator: Is able to attack and kill one NPC without drawing aggro from any of its companions.


Swordsman:


Weaponsmith: Heavy Weapons Crew: Has the ability to place various manned turrets or gun emplacements such as EWEBs and golan and atgar laser batteries.


Image Designer: Tatoo Artist: Allows the image designer to give everyone a tatoo, they can pick from a variety of designs and different colors for those designs. The tatoo can fade after the group disbands.


Bio-Engineer: Field Scientist: Allows for larger DNA sampling, can give the group a "briefing" on any specific creature they are about to fight. Provides everyone with a +10 to hit bonus against that specific creature type for 60 seconds.


Bounty Hunter:


Combat Medic: Field Medic: Constantly reorganizes the group list to place those most damaged at the top of the list, places a floating red cross over their head so people can immediately see who to run to.


Commando: Heavy Weapon Specialist: Gets a bonus to fire any of the heavy weapons, and weapons placed by the heavy weapons crew.


Smuggler: Procurement Specialist: Is able to loot better items off of NPCs. Gets a higher instance of drops for all rare drops such as quest components, holocrons, data disks, etc.


If anyone has any ideas forFencer, Pikeman, Pistoleer, Swordsman,Bounty Hunter or any of the starting professions, please feel free to list them, along with any constructive criticism, or replacement abilities/titles.


I understand that it might not make sense for EVERY profession to have some kind of unlockable ability when with a squad leader. And I understand that many of you think that the non-combat professions should certainly not have abilities unlocked, but I think that they are the ones that have the most fun abilities.



I look forward to seeing everyone elses ideas on this.





http://www.fandom.swnsu.com
Star Wars Online Fan Comic (Rebel Intelligence Team)
Sheuset
Sat Jan 31, 2004 5:40 pm
#69

For the benefit of the devs, I went through and tallied up the number of people posting in this thread alone who are in favor of some kind of NPC faction bonus, be it calling for reinforcements or commanding extra NPCs, and at the very least 18 people strongly support this.


darklord4949
Sat Jan 31, 2004 5:40 pm
#70

How can this profession work with others:


I think a squad leader should be able to work with medics. If a memeber of the squad is getting low on health, the squad leader should be able to point these people out to the medics. That way they could be healed faster.


Combat abilities:


As an actuall squad leader in the military I know that from experience that if the squad leader is not able to controll communication within the team they will fail. Combat is so crazy trying organize anything. It almost always sooner or later goes from, ok lets all meet here, then we will all attack. After that it goes to everyone running in there on directions. I think there needs to be better communication options. That will not only make combat easier, and more fun. It will help the feel of actually being apart of the galactic civil war. The empire has it down in the movies. They are not running around with their heads cut off, like we are doing in this game. Point being does not feel real. Not real, not fun.
ClollinLightningsun
Sun Feb 01, 2004 12:51 pm
#71

i just got an idaea. the squad leader should be able to make a waypoiont with a yellow path on the ground appear in front of all members of their group. maybe just a yellow path would work better.



-Clollin Lightningsun, Social Events Manager, New Dawn Corporation, Bloodfin
Eldrikk
Sun Feb 01, 2004 1:03 pm
#72

What unique abilities should Squad leaders possess?


* How bout giving them the ability to call forth Artillary fire once per day at a given location.


* Also allow them to call forst several faction pets or some of the new combat droids. Allow the droids to be about as usefull as the current faction stormtroopers but not strong enough to make creature handler obsolete.





BH Loot drops vendor located at -729 1508 Dantooine.
Hitokiri_kenshin
Wed Feb 04, 2004 8:21 am
#73


What defines theSquad Leaderrole in combat?


The squad Leader should be an oveall blanket bonust to a crouup. Their role should be im providing attack and defensive bonuses as well as making certain types of coodinated specials easier. For example, a squad leader should have the ability to designate a target HAM pool to his/her group and make spcials affecting that poole either faster or lesss HAM costly. A squad leader should also be able to command a large group thus allowing them to have more than one active faction pet at a time.


What basic combat elements should they possess?


Coodinated specials. Mods that affect the entire group, and specials which give the entire group a highly lethal coordinated attack. When a squad leadr shows up and asks if someone wants to go hunting. People should be begging them to join their group.


What offensive abilities?


Cpmpletely passive abilites. A sqad leader should not be very letha in and of himself, but he should tripple the lethality of his/her group. They should also be able to focus the offense of their group though attack enhancing specials. For example:


Heavy weapons barrage: this should incease LLC, Flamethrower, and other heavy wepons speed and accuracy by about 30 as well as reduce HAM costs of heavy weapons.


Cripple extremities: This should enhace all spcials speed and accuracy that target the action pool and legs. This should also increase accuracy and speedwith carbines and polearms by about 30.


Shootem in the head: This order shoud enhace all spcials speed and accruacy that target the mind pool and head (this includes eyeshot). This should also increase accuracy and speedwithrifles andtwo handed melee weaponsby about 30.


Aim for their chest: This should enhace all spcials speed and accuracy that target thehealth pool and body. This should also increase accuracy and speedwithpistols andone handed melee weaponsweaponsby about 30.


What defensive abilities?


A squad leader should increase ranged and melee defense for himself and the entire group. His defenses should als be slightly higher than the average combat profession.


What unique abilities?


The ability to have multiple active faction pets ansd specials that give major bonuses to his/her entire group.


Should add what advantage or asset in group combat?


Squad leaders should be the meat and potatoes of a group. They should provide MAJOR bonuses to the entire group and as a master should tripple its lethality.


How could/should they interact with other professions?


They should work best with Commandos, Swordsman, Fencers, Lancers, TKAs, BHs, Smugglers,Pistoleers, Carbineers, and Rifleman by making their specials faster, more accurate, and more efficient. However, they should be dependant on these other combat professions for their lethality


What interaction / dependencies should exist with other combatants?


They should be dependant on others to be lthal in combat, however, the others in their group should be faster, more efficient, more accurate, and overall more lethal than without the squad leader.


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


Squad leaders should be the only profession to control multiple faction pets at the same time. They should also be more necessary in base take downs than bio engineers.

DarkKillian
Fri Feb 06, 2004 2:22 am
#74

I think it comes down too, do we want your Squad Leader Porfession to become faction base or not. only then could you say what he/she should do. I my self feal that the SL is useless in non faction base groups, but could sway the descion in favor in a faction group.


If the Sl went for faction base, then he/she would be more like a faction recruter, were other faction members could convers with you and purches faction items from you, and you could in turn get faction in return like merchents do with vendors. i.e.the SL would have to be overt, and have a faction rank of what ever....and the other player could buy faction items from you as if you were a faction recruter. you would not hold the item in you inventory, but as if they were. You could usethe recturter skillonly in battle feilds or faction camps(new idea that SL can only use) or always. This camp could be like a very small base like some on the missions, were overt faction members could come and rest and be with friends. this camp would have to be purches, placed, and maniatined by the SL that placed it, and may only cost 1/2 a lot. Also a SL could be use in the story lines like cries of alderan or any other storys comming up. a player would need to seek out the SL and do a faction mission, but a mission would be diffrent from each player and SL. In the SGW or in a faction group A Master SL could call for things that a Novice Could not. Also rank would have a huge part in the faction perks that could be bought and recived. In the SGW two oposing SL could set up a battle feild for a faction war...if the two faction want to do so, a battel feild could be created(smaller then one already made). which could include cloning center med center and other faction items. Like said before the SL would be the Faction recruter for that battle feild or there side. Once the battle was over or every one left, like acamp it would disband after time and the SL that made it would get some XP or faction points for the battle.


on the other handif the Sl was group base then he would need skills that benfited the gorup. Any skills that add damage or help. maybe some thing like a buff, were you could buff the damage or defence. or just being in a radius of the SL could boost you. They need to have more control of the battle, maybe they can do a matrix thing and slow down the battel so the group can take there time. Really all in all they need control of the battle, i said it before the troops should benifet form the Sl, they should be look for and held in high regard as masters of the combat battle.
irott
Fri Feb 06, 2004 3:25 am
#75

Well DarkKillian.. What about smuggler? They are the only profession tied into the GCW at all (You can request items from ranger camps if you are declared, but thats different.) yet they have many other skills.


We are not asking to be "the" GCW profession, but one that deals with it.





[irott and the full effect]
Master Squad Leader


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

WarFerret
Fri Feb 06, 2004 10:31 am
#76

This idea came up in the GCW forum, when someone was complaining about mind pool kills -

A couple of ideas were bandied about, namely these:

/boostMorale should heal damage not wounds, practical upshot, by redistributing group damage the squad leader effectively grants free mind pool heals to all members (since the health and action pools are usually much larger) - this is like equilibrium on a group level, making the group MUCH tougher to kill.

Alternatively, a skill like rally or boostmorale should boost the secondary stats, enabling players to regenerate damage faster and to use less energy to accomplish tasks, simulating a state of motivation amongst the group members.

How do either of those sound ?



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
DarkKillian
Sat Feb 07, 2004 2:17 am
#77

well i have not seen what ranger skill you are talking about, could you plz inform me. i think that what we all want a SL to be can't be said or at least put in a program. we allagree that the SL is in charge of the group, but in fact the group does not need the SL. I we need a reason for a SL to lead the group. I just put a few ideas out there to help defind what a SL role in the game and the GCW. Really you should be a SL inPVP, because he is useless in any other way. I have a Master SL, and i have notced that it does not matter if i was in the group at all. the commandos, TK, and BH can handle any thing that is thrown at them. so i feal the only way to save this porfession is to make it a pure faction base porefession. Is it the right way, probley not but as it is now SL is useless.



in truth a Sl takes control of his group and tells them what , when, why and were to move and shoot. so unless we take control of other players all we can do is bark out words to ppl.
eyeodragon
Mon Feb 09, 2004 12:15 pm
#78

you know that screen you get when you are about to lay down a structure? you can still see you, creatures and other players on that screen a squad leader should have a "battleoverview" command witch will pop him into this screen, with icons over the heads of his squad so he can get a feeling of where everyone is, he should also be able to use all his specials from this screen including selecting a target and using volley fire.


the code for most of this is there in your structure deployment system, now just adapt it for squad leader in combat.



______
Master Commando
Master Marksman
TKM

Hard Work Often Pays Off After Time,
But Laziness Always Pays Off Now.
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