Development Cycle Archive
Thread: IC 1-14: Combat Roles; Squad Leader
The Squad Leader is a important role such as support and coordinator role in a group.
A vitalize buff for group members.
For Squad Leader a novice certification SL support weapon and master certification SL support weapon.
Or a group weapon can only used in a group with SL.
- Improvements group-move
- Retreat ability, give group more chance for block
- Maybe ask a reinforcement troopers?
- And a Squad Leader mission terminal, then is the role of the SL more useful.
Get only a SL mission if SL is a teamleader and have minimal 1 group member (no pets). Bigger the group, to heavy the mission.
SL mission is/must be more teamwork mission such as attack / control over a base.
- SL may only support with two or more faction pet (trooper) => novice SL, max 2 low level faction trooper. Master SL, max 4 high level faction troopers.
Other combat profession can get max 1 faction pet.
- More bonus for a group member with specific profession (medic/doctor can faster healing, scout can harvest more hides/meat)
I see that squad leader isscheduled for a revamp in publish 10.
Here is an idea forone theme of that publish: Uniforms!
What defines the Squad Leader role in combat?
- An entirely supportive role. Enhancing the defensive and offensive abilities of the group as a whole.
What basic combat elements should they possess?
- A standard SL should not require any direct offensive combat ability, but should be able to defend him/herself against an equal.
Offensive abilities
- Not directly required. However, the ability to command the group effectively in combat is essential. Splitting the group into combat teams would be an advantage, teams Alpha, Bravo etc..., enabling complex commanding. Further abilities such as /steadyaim to advantage the group. These could include:
- /grouprage reducing overall defence but countered with a huge boost to melee combat damage.
- /groupinsight allowing groups to visually see the target's weak spot thus allowing the group to choose appropiate weapons.
- Greater ability to control group targeting. Give out a list of targets that get cycled through as they are killed.
- One option that has been discussed a fair bit is artillery combat. Having the SL co-ordinate with a scout who 'paints' a target structure, or unit waypoint allowing the targeting by the SL for the combat members to 'drive/build/fire' the equipment.
Defensive abilities
- Very strong group tactics should be available. Allowing the co-ordination of the group through squads, directing them via waypoints and targeting.
- Abilities such as /rally including:
- /groupdigin. On command thegroup membershave the option of kneeling and digging in. Increasing their defence by 100% to ranged combat and a little increase say 10% to melee. Their movement would be restrained until they stand again.
- /rally could be twice as powerful if the SL is also a Politician.
- /specops could become available to Master SL/Politicians to enable one squad from the group to become covert effectively radar shielded. They will then be able to fight on an invisible flank. Under /specops the following rules could apply:
- Weapons become silent.
- Commandos in the squad will be able to lay satchel charges and demo charges.
- If a Ranger is present in the squad they all get the same camo bonuses the Ranger presently has.
- /boostmorale gives a temporary boost to all group member's Constitution, Stamina and Willpower.
- /incitehatered gives temporary boost to all group member's Strength, Quickness and Focus.
- /decoy another politician/SL ability, allows the projection of a copy of one of your squads - possibly only the Spec Ops squad - that are doing everything the squad is doing just at a selected point and given a new facing. Meaning the command is given and the SL chooses a place to plant the decoy, they also choose a facing. Then the holographic image of exactly what the Spec Ops squad is doing is projected. The enemy can target them, but as soon as a shot is fired that one unit looses sight and target realising the image is a decoy. However, the rest of the enemy group is still unaware they are holograms. They then can choose to ignore them, or make them dissapear by taking valuable time to take a shot them. The decoy can be removed from the entire enemy's group sights if their SL takes a shot.
Unique Abilities
- A long shot I know - also one that has been discussed at length is some sort of command window to see a satellite view of the battlefield granting the ability to control your group by clicking waypoints and targets directly on the map.
- The ability to craft a schematic for an artillery unit - possibly a stand alone cannon and even a static machine gun, the ideas here are endless. These schematics can then be crafted by the appropiate artisan and used by an appropiate combat member - commando for instance. However, the control of these static weapons would probably make sense to be controlled by non-combattants such as artisans to make combat (especially during PvP) more enjoyable for them and not removing a Commando say from battle. The artillery could then be controlled by the SL giving waypoints for the gunners to type in and choose it's firing type. A variety of shells could be available according to the weapon, groups GCW faction and even possibly even other factions. ie:
- Concussion shell available to all - good against buildings. Small area of effect so reletively useless against infantry (unless they stay still).
- Frag available a little higher up the SL tree, Large AoE useful against infantry, resisted with strong armour. Poor against structures. Can cause bleeding.
- Incendiary available if a Commander is in the group. Setting fire to units and structures, otherwise little damage is awarded.
- Toxic available if a Medic is in the group. Causing all units in it's AoE to become poisoned.
- Biological if group's overall faction points to Jabba (for instance) are over +3000. Causing disease in all AoE.
- Shock available to Imperial group (all must be Imp). Causing Dizzy and Knock down and the effects of a frag (above).
- Disrupter available to Rebel group (all must be Reb). EMP effect disrupting all electrical weapons, droids and vehicles (inc. At-At/St) for a short while.
- SandStorm if group's overall faction points to Tusken are over +3000. Causing Blind and Dizzy in all AoE.
- Electical if group's overall faction points toan appropiate factionare over +3000. Causing all units in AoE to suffer movement penelties possibly held in position for a short while, Dizzy and a temporary drain to Constitution
- Chemical Drain if group's overall faction points to an appropiate faction are over +3000. Causing a drain on Constitution, Stamina and Willpower in AoE.
- Chemical Weakness if group's overall faction points to an appropiate faction are over +3000. Causing a drain on Strength, Quickness and Focus in AoE.
Should add what advantage or asset in group combat
- Most of this is mentioned above. But to summerise:
- Enable a control over the group in an effective manner with the help of a clear fast control method.
- The ability to split group into squads for complex negotiation of enemy.
- Provide group wide benefits in offense and defence.
- Provide the group with the building blocks of artillery bombardment - the skills of other professions are also required.
- The command of artillery bombardment - again with the skills of other professions.
How could/shouldthey interact with other professions
- I think it is important to realise that some professions are made to go hand in hand. They do not require it but the advantages are there. In this case as a SL, being a Politician aswell enhances your command of others with greater ability to communicatetogether with your enhancedcharisma. This can be portrayed in-game by the suggestions above. Abilities can be 'unlocked by having the knowledge of both professions and not without.
- There are alsothe multi-player realtionships between professions. It goes without saying a SL is useless by himself (as a SL), however with the addition of certain other skills in the group other abilities become available. Scouts to search the area and communicate with the SL can assist in the targeting of Artillery, The list of suggestions has been made above.
What should be their unique role in the GCW
- It goes without saying their primary role is to command an effective army against it's enemies. But with the integration of Artillery they can be very strong in the tide of battle.
- However, it would be nice to see the profession be able to stand alone as a solo play type aswell. Introducing the ability to command NPC's in a similar fasion for missions would be great. Being told to command a band of rowdy criminals against a storm of Corsec could be a simple and enjoyable mission when all your mates ore off-line.
I'm sure many of these ideas will never be implemented, but I just wanted to add that at present the SL is an enjoyable prof. However, it doesn't have much staying power. The abilities are fun but too few of them are incredibly useful and the effects are not always apparent when being directed by one. Perhaps if none of the above are considered - a simple elevation in the power of all present SL abilities would make them an individual you would have second thoughts going out to battle without.
Squad Leader Revamp! Gives Squad Leaders a Squad!
The idea behind this is that Squad Leaders should have access to the most "Pets," while not taking away Faction pet functionality from the average player. Therefore, Squad Leaders would not have to purchase Faction Pets, but would gain them to "summon" as an ability. Non-SL players would still have the ability to purchase Faction Pets with FP, but would still be limited to only having 1 Faction Pet at a time.
A Master Squad Leader can summon up to5 units at a time, and this can be any combination of units available. All Squad Leader Buffs would affect these units. If a Unit is killed, that units party slot/slots cannot be filled by another Unit for an hour.
- Gains Field Presence at 10m radius.
- Party Membersmust be within a SL's Field Presence to gain the effects of a Squad Leader.
- Field Presence gives party members within range +5 to General Ranged Aiming and +1 to Alertness.
- Gains the ability to use a Scout Unit. Scout Units wield a Pistol and deal Energy damage. They have a To-Hit Bonus vs. Creatures.
- Active Units +1. Active Units is the number of total units a Player can have out at a time.
- Lv.1 - "Be on your Guard" - A buff that adds to the groups Alertness mod and gives a boost to Melee and Ranged Damage Mitigation. This ability lasts until a character is attacked, or initiates combat. It cannot be used while in Combat.
- Lv.2 - "Fire!" - A command that overrides the parties current combat queue. The party immediately fires, in sync, at the specified target. This ability has a refresh time of 10 minutes.
- Lv.3 - "At Ease" - This buff will increase the HAM regeneration rate of a Party. This buff is cancelled when combat begins, and cannot be used while in Combat. The duration of the buff is 1 minute. This ability can be used every 5 minutes.
- Lv.4 - "Stand your ground!" - This buff increases the party's Block and Counterattack mods, as well as increasing the party's Point Blank efficiency. The duration of the buff is 30 seconds. This ability can be used every 5 minutes.
- Lv.1 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
- Lv.2 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
- Lv.3 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
- Lv.4 - +5m to Field Presence Radius. +5 to General Ranged Aiming and +1 to Alertness of party members within radius.
"Reinforcements" Tree - Leadership XP
- Lv.1 - Gains the ability to use an Infantry unit. Infantry Units wield Carbines and deal Energy Damage. They have a To-Hit Bonus vs. Humanoid/Sentient Races.
- Lv.2 - Gains the ability to use a Medic unit. Can Heal party members. Wields a Pistol and deals Kinetic Damage.
- Lv.3 - Gains the ability to use a Tech-Ops Unit. This unit deals Stun and Electric Damage, and has a To-Hit bonus vs. Droids.
- Lv.4 - Gains the ability to use a Grenadier unit. Wields Grenades and deals Blast damage.
"Command Efficiency" Tree - Combat XP
- Lv.1 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
- Lv.2 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
- Lv.3 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
- Lv.4 - Active Units +1, "Fire!" -1 minute refresh time, "At Ease" +30 second duration, "Stand your ground!" +30 second duration.
Master Squad Leader
- +10m to Field Presence Radius.
- "Fire!" -1 minute refresh time.
- "Stand your ground!" +30 second duration.
- Gains the ability to use a Special unit. This unit would be a Faction Specific unit. This unit would take up the slots of three regular units.
- Imperial Special Unit - ATST
- Rebel Special Unit - Saboteur - A Bothan with the ability to confuse a turret into "friendly fire" for a short period of time.