Squad Leader Archive
Thread: Squad Leader and the World of Tomorrow: Issues and Ideas
Message Edited by irott on 10-20-2004 12:03 AM
Message Edited by Blackferne on 10-08-2004 10:19 PM
Squad Leader..................................135
Teras Kasi Artist...............................92
2) I'ld like to see better Targeting controls, especially a /sysgroup type function to place markers visible by the entire team on targets (useful for PvE vs Creatures).
3) typical Military Squad procedure stuff - Forward Recon & Intelligence Gathering (Improved /examine, long range binoculars), Orbital Target bombardment (paint a target, wait 30s, then BOOM), etc. Things that would make us more useful in forward planning of large-scale operations.
4) We need to be more important in Base Takedowns. Novice Squad Leader & the ability to select "Activate Overload" from a radial is all it requires. If all it takes it the ability to hit a button on a keypad, then anyone should be able to do it. It needs to require more than novice (Master perhaps), and it needs to have some type of puzzle or consumable attached to it.
5) In Spontaneous PvP we need to be useful too. The current passive bonuses are good for this, but we could use some more (like some basic Damage Mitigation or increased Defense vs State Effects).
6) More content that actually requires a group, instead of 20 solo'ers.
Deplomatic wrote:
1. option when your overt to make other pepole overt
2. fix the squad leader xp (make it much more challanging)
3. remove sl bots and repeating macro's
this is my wish list
agreed on those points
especially 2 and 3. I was at the deathwatch bunker tonight with a group of abotu 12 people.
I received SEVENTY........yes...SEVENTY THOUSAND! thats a 7 followed by 4 zeros..... worth of XP from a SINGLE battle droid
that is ABSOLUTELY insane.....and honestly based on that i have NO idea how the xp is based now. I cant say its a cumulation of all the combat/weapons xp or anything liek it used to be...i mean ya got at most 4k of weapons XP for the thing.
SEVENTY THOUSAND sl xp off oen mob.....i just about sh1t my pants. It's probably been liek that for a whiel but i just now noticed it because i spent SL points at the village and was actually able to gain SL xp for the first time in like 10 months.
1. Ability to grant overt if you have been overt for at least 5 minutes.
2. Improved passive defenses
3. Com Link (certified at Novice SL) which serves as a multi purpose tool used for radar jamming,
artillery bombardment. This would be crafted by Engineers.
4. Improved /sys command
5. Group waypoint ability and paint target.
6. One fortifaction or two max so our survival requirement is worth it. (No tree dedicated to it)
If in the new HAM revamp there is now ability meters or something this would be a suggestion for a skill:
Skill that regenerates the ability bars at a faster rate (either as a rally type skill or perhaps a passive that gets better as you advance through SL)
Pretty much sums up what I would like.
/salute
Now, if a ranger is in the group, and he/she places the camp, you could have the same BF healing apply as long as the SL is leading the group. Plus, also mentioned numerous times, fortification. Since ranger camps are supposedly be able to repel agro, having a SL apply some type of fortification, basically defensive abilities, will make things that much safer. The camp itself will not be a destroyable structure, but any type of fortification/extra thing added to a rangers camp by a SL can be.
A SL weapon only would be nice, I mean we do have to get ranged 4 in marksman, so we may as well put it to good use.
Passive defenses do need to be increased, and I think a defense vs. knockdown would be a neat addition, at master level. Adding blind state removal to /formup would be cool too, seeing as how we are supposed to strengthen the groups resolve; get them to focus on the objectives; make them all work expertly together; rally them forward; and keep them relatively safe(er), and able to do more damage as a whole rather than individually. The rest is just tweaking the existing commands like /rally to not prevent people from healing, sitting, harvesting, etc. for one and giving a more noticable difference in using it. Steadyaim should have a nice bonus to accuracy incl melee/ranged/thrown weapons thereby hitting the target 9 times out of 10 even if they try a counterattack or dodge manauvere against us, and /volleyfire something like a +25 to hit bonus against all mobs, targetting a specific pool, with a high % chance to wound(50+) like a critical hit.
Can't think of much for the terrain negotiation atm, but thats good enough for now. There are lots of great ideas from many of you, and i'm just adding my own thoughts to the mess
Oh yeah, calling in for extra support like an air strike, or an evac, would be cool too
MailekEOC wrote:
Some things I would like to see:
3. Com Link (certified at Novice SL) which serves as a multi purpose tool used for radar jamming,