Development Cycle Archive

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

Whes
Wed Feb 11, 2004 12:57 am
#79

i´d like squad leader to get at least 1 combat tree in it.



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darkwaveahi
Wed Feb 11, 2004 5:56 pm
#80

i agree. i used to be a squad leader and i think there whould be at least 1 combat tree. with specials like group bodyshot and stuff like that. since volley fire doesnt work that good(from what i heard).


also sl needs more skills. like group wp(so everyone in the group can see the wp). i think with a sl in a group he/she should have a command that will have everyone form a formation when going into combat.


Fud25
Thu Feb 12, 2004 2:00 am
#81

I hope Squad Leader gets revamped, like Chef.



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irott
Thu Feb 12, 2004 4:30 am
#82






Fud25 wrote:
I hope Squad Leader gets revamped, like Chef.






It is one of the few professions thats going to. You just have to wait a bit longer.



[irott and the full effect]
Master Squad Leader


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

Radek2002
Sat Feb 14, 2004 12:22 am
#83

Only one thing.


The Squad Leader should be the only role allowed to have several faction pet at a time.


I see him as a CH for faction pet.


Players could be added in the maximum level.





Radek AlMounafik, FarStar-European
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NarCranor
Sun Feb 15, 2004 2:30 am
#84

As a squad leader, I want the emphasize this as much as possible. Squad leaders should NOT be faction pet handlers. This is not what we should be doing. If you do this, absolutely every person in game will take levels in SL, because itll be the most effective dabbler tree, just like CH is now, and DE/DH will be if it goes that direction. Any profession that is able to have more pets to send out to do their combat for them, is going to be a profession everyone will want abilities from.


Squad leaders need skills and abilities that fall into either of the following categories:


Category I: Make group management easier:


These are things like sysmessage, waypoint management, communications management, being able to reorder the group list, or prioritize the group list, designating targets, etc. Anything that aids in coordinating the group toward one target and focus, falls into this category.


Category II: Make the group more powerful:


These are things like role designation, group attacks (like band group flourishes), passive modifiers, and other abilities such as a mind damage healing ability, or curing abnormal status effects. Being able to increase group size, calling in air support (basically a special attack)


If an ability doesnt really fall into either of these categories, odds are it is not an ability the SL should have. Giving us the ability to solo via making us NPC handlers is not the way to go. Part of the balance to our power should be that we need to round up some people to join our group.



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Overdwarf
Mon Feb 16, 2004 9:13 am
#85

OH MY GOD, what are you talking about !!!

We are Squad Leaders and no 4 Star Generals
Drazzule
Mon Feb 16, 2004 10:21 am
#86

A squad.


Here is my Humble thought if it has not already been thought of. (Long threed to read everything)


Give Squad Leaders Troops. (AKA Pets) For neutral thay would be mercs.( Including Gormerain guards if possible.)


The SpyNet NPC's can me altered to handle information about hiring Merc like The Faction troops.


Faction squad leaders would have faction solders. That does not mean a Imperial will have two At-St's He would still only have the one. But Unlike regular Faction solders These would have to beable to attack None Fation targets. (Rather then being usless like normal Faction troops on missions. IMHO)


The number of troopers out would use a simular system as the Creature Handlers use. As well as the number of solders stored on the data pad.


On a side note I still think Faction solders should beable to attack none faction targets. And the number of faction solder a player has would be reflected buy there rank in that faction. While maytaning the three pet rule with abouve sugestion.



Remember, It's not just a game. It's a monthly Expence.
Drazzule
Mon Feb 16, 2004 10:33 am
#87

Okay, I have read more posts now. And I see most of you have laready thought of squad leader troopers (pets).


Now all that needs to be done is to get the dev. Team to agree and implement it with the 7th installment.


I think thay still have time to do that. And test server it.


Now for the role of a squad leader in a group of players. There is one Basic rule for leading any operation. Eather in game or in real life. Keep the commanding officer out of the fight. In almost all command structurs the commanding office is cept away from the main operation giving orders and handling events as thay change. To do this will need to find a way to expand the raidar grid some so the squad leader can see a great distance of activities. Maybe being able to mark targets for attack.



Just a Idea.





Remember, It's not just a game. It's a monthly Expence.
Drazzule
Mon Feb 16, 2004 10:41 am
#88

Directing targets: To add a little somthing more to the squad leader in a group have the abilitie to direct team targets. This will not force player to change targets or limit there own abilitiy to pick there own target. But rather would set up a group assist system where the Squad Leader would target somthing then call /assult or somthing like that. Then when players are finished with there targets or press Esc. Would then auto attack the next target on the squad leaders list. There would have to be a clear list command for multible targets.


But It's just an idea. Maybe some of you full time Squad Leaders can add on to this.


Thank gang. Take care.



Remember, It's not just a game. It's a monthly Expence.
MightyKong
Tue Feb 17, 2004 8:27 am
#89

I was thinking that a squad leader should be able to call on more faction point pets, or troops, the troops would still be only for doing faction missions or faction battles but this gives the SL a bit more than a support role.
damocles88
Thu Feb 19, 2004 1:28 am
#90


Many of these ideas have already been stated by others... and one or two of these ideas have been outright stolen. Apologies.


What defines theSquad Leaderrole in combat?


The squad leader's purpose is to enhance a group of combatants abilities. The squad leader is unique in that a vast majority of his/her power comes from the PLAYER'S ability to lead and not the skills of the character.


I personally think this should continue. Squad leader abilities need to be more useful than they are now but it is imperative that a quality squad leader be more useful and successful than a less quality one. Aka, the specials should not even the field between a squad leader who works hard and one who does not.


What basic combat elements should they possess?


The squad leaders abilities should be divided into five types: passive group bonuses, communication aids, leadership group specials, NPC leading abilities and professional soldier abilitites.


Passive group bonuses should remain modest, but effective. They should continue to include ranged/melee defensive bonuses and terrain movement modifiers. New additions should include increases to camp healing effectiveness. Not camps the squad leaders makee, but camps the squad leader is sitting in. There should not be extra experience accrued for the scout for this increased healing effectiveness.


Communication aids are very important because communication is at the heart of what squad leaders do. While I would LOVE the ability to have spoken communication built into the game (a la Teamspeak or Alpha Centauri), i realize this may not be feasible.


First off, /sys should NOT be a standard system message. System messages are universally thought by my city, guild and squad mates to be the hardest thing to see on the screen. I know many combat medics with area stims remove system messages from their chat boxes so they dont have to see all their heals scroll past. This makes it hard for me to communicate with them. Instead of /sys we should have a more visible screen message that cannot be removed. (larger font, changing color, etc)


Also, whatever form /sys takes, it should ALSO show up as a spatial message in a special dialgoue box (like a shout) for all to see. I think this would add to the immersion similar to the way a squad leader yelling "Stay on Target..." does when he executes the steady aim special.


In addition, there needs to be a mechanism for multisquad communication. Already this can be accomplished through chat channels, I understand. How about the ability to bring up a radial menu on a friendly squad leader and select 'merge communication networks'. This will automatically create and join a chat channel for both of you. If each of you have separate networks, then the networks are joined. You can do this so that only thesquad leadershave the ability to communicate (and all can listen). This would allow squad leaders to work concertedly. Many things could be established this way. Large battles, large military hierarchies, etc.


Leadership specials should be similar to what specials the squad leader already has (though a bit more effective). Minor revisions of existing specials (and a few new ones could include):



  • Retreat: If possible it would be nice to have this expanded to be a bit more complex. Give the squad leader the ability to preset up a Point of Retreat. When he orders a retreat every player not only gets additional burst run but a big fat (non blue or orange) colored arrow that points the way to this retreat way point.

  • Boost Morale: Small boost to all action and mind pools for whole squad (at huge expense to self). Alternatively a small reduction to action and mind damage. Alternatively a larger reduction to action and mind damage that is temporary.

  • Exhort: increasesthe squadsspeed by 10-15% fora fewseconds to allow meleers to get closer to targets and not get kited.

  • Defend: causes everyone to shift fireto whatever is attacking this specific person. Others have stated a similar /coverfire special which would an interesting alternative

  • Ceasefire: causes the whole group to peace.

  • Call Target: allow the squad leader to designate a target for everyone in the group. Similar to volleyfire (and in fact could replace it...) but everyone chooses the manner of their attack. The target is just 'lit up'.

  • Extract: Another master level (and possibly infeasible) skill would be the Extract skill. This would call a combat shuttle to land 100m away from a squad (or nearest area with no reds...) that would allow them instant transport back to the nearest city or similarly aligned city or similarly aligned base or predestined spot...

  • Defensive Positions: An ability whose use is not allowed during combat. This would create a special sort of camp with a large perimeter of foxholes. Each fox hole gives those inside a high defensive bonus.


NPC leadership abilities work much like a creature handler's. Since NPCs (AT-STs aside) are much weaker than many creatures, this should not unbalance the game. Dependant upon your squad leader's abilities, you should get an increased number of NPC people allowed out. Master Squad Leaders should be able to walk around with 3 NPC soldiers. This cannot be feasible however until AT-STs become a vehicle...


Professional soldier abilities should be modest abilities that squad leaders have because they have dedicated their life to the art of thoughtful, organized warfare:



  • Avery limited grenade proficiency would be nice. Just a bit more than what normal characters have... just to indicate their professional training. It's always seemed sillyto me that only commandos could use grenades.

  • A small increase (3 to 10%) in how quickly you accrue faction points. OR a small share of the faction points your squad accrues as a whole. This is a representation of a squad leader's role in a regular army. They are thought to spend much more time doing there jobs as soldiers as opposed to the other 'weekend warriors' in the GCW.

  • Camp Defense Turret. Created by weaponsmiths, the camp defense turret is an automatic laser defense system that targets reds nearby and is set up on an existing camp. Don't even have to give us xp for the kill...

How could/should they interact with other professions?


Again, squad leaders are professional soldiers. Others should look to squad leaders as not a crafter or combat class but as a leadership class akin to politician (perish that thought...). Squad leaders should be relied upon for a number of things, bringing cohesion to a group, getting access to SQUAD LEADER TERMINALS and for assistance raising faction points.


On the reverse side, squad leaders should depend upon all other combatants. They themselves should have little inherent combat advantage.




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Ixianer
Thu Feb 19, 2004 11:18 pm
#91


What defines theSquad Leaderrole in combat?


Squad Leader has to coordinate the group, he is the leader and givs the player the tasks and orders. he guids to the target and tells them who does what...


What basic combat elements should they possess?


hm i think some skills in handling a blaster and signal roekts and so things.


What offensive abilities?


some diferent teambuffs one kind could be a buff for just the first hit or some for the full fight.


surprise attack - increases the first hit in dmg and chance to hit


ability to increase a little bid the gained xp


special buffs for better effectiveness of diverent typs of weapons



What defensive abilities?


lowers defence by enemys by using special granads like smoking granads, lowers enemy hit rate


add a bonus to diferent types of defence ranged, melee... or increases special resistence buy using a shieldgenerator to save the group


increases for a little time some recharges of ham or action bar


increases effectivnes of specials in tow ways one jois would be lower the ham cost or another increase the weapon speed


slow down enemys buy using special granats too.


increases health rate of docs or just the defence skills of the team



What unique abilities?


to select a target so that it is shown to other players which one they have to hit.


divide groups in 2 or more teams so he could declare players for team red, bue, green... and then givs only orders red attack target xx and green support them, blue stay in background.


showing mission wps to all players


ability to do special events, i mean some special funny things like race leader, arena fights one vs one like a box duel


can lead some games... friendly training so he devides a group in 2 and then they can fight against the other but no one can die, just for training


to lead capture the flag games, so he can set tow or more bases and 2 or more kind of flags


to set jackpoints for races


ability to see the specials of mobs and the dmg they deal with special scaners


own mission terminals for team missions only which can be verry huge complexes in underground (sometimes own zones where only player of the team have acces)


hostage missions in which the teams have to save them.


special kind of larg houses in which he can make special events likt capture the flag or rescue missions/events


ability to show points for the teams...


to lead games with entertainers together like a dice game or so things... so some just for fun things would be verry great )



Should add what advantage or asset in group combat?


they have to think which passive and active skills they use for the group, so they could have to jois between passive increasing hp, targeting, injury health....



or take a passive offensive bonus.


the active part is to give orders, goals, coordinates, shourt time buffs like surprise attack, or fall back... so when he think they loose he can give the troup a special burstrun.


also posible some kinds of team warcrys which makes the next hithigher as normal or so. or he can st a commando that all players attack together. so all players make attack mode on but do not attack and in the next 10 seconds or so the leader has the ability to do attack and all make a shout together...



How could/should they interact with other professions?


like above some special buffs for them. or to guid missions


to select targets for teh group and so on



What interaction / dependencies should exist with other combatants?


others have to sign up, or when the squad leader makes a jois who do what they can acccept or not ...



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


to lead with other squad leaders together the fights


they need a monitor then with strategical information


to lead attacks on outposts to set targets to the players, to tell them where they have to attack where the pets...


they have to plan which ops they build ab soon or take over


could manage some ops by self, to defend/attack

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