Squad Leader Archive
Thread: Stop the CU sourpuss act. Focus on our Revamp
Primary Role:
Secondary Role:
Novice Skill(s):
Line one of skills: (name)(possible specials) example (Meter Maid Ticketing) (/BrokenTailLight)
Line two of skills:
Line three of skills:
Line four of skills:
Master abilities:
Blackferne wrote:
Primary Role: Group enhancement
Secondary Role: Moderate Crowd Control
Novice Skill(s): /system message, /rally
Line one of skills:(Movement)
Line two of skillsDefensive Tactics)
Line three of skillsOffensive Tactics)
Line four of skillsStrategy)
Master abilities:
Novice:
/sys= group message tool exactly like one currently in place
/rally= Serves as a pep talk, gives a 30 minute buff to group that improves offensive level of affected players
Line one: Movement: The focus of this branch is to improve a groups terrain negotiation and burst run efficiency
Box 1: +25 to group terrain negotiation
Box 2:+25 to group burst run efficiency
Box 3: +25 to group terrain negotiation
Box 4: +25 to group burst run efficiency, +1 to group size
Line two: Defensive tactics: This allows the SL to help improve his suads ability to hold an area.
Box 1: /position= This allows all group members to receive a 10% resist to opponent debuffs
Box 2: /entrench= drops a rudimentary defensive camp(cannot be used in cities) 15% to defensive stats
Box 3: /snares= allows SL to designate a footprint approx the size os a large tathouse that slows opponents to 50% speed (on a recharge timer (10 minutes), /retreat= functions as it does on live (10 minute timer, 2 minute duration)
Box 4: /tower= enhaced camp give 30% bonus to defensive stats, +1 to group size
Line three: Offensive Tactics: This allows SLs to manage their offensive capabilities in a group
Box 1: /flank= temporary offensive speed boost. decreases defense stats by 5%, increase movement speed by 50%, increases offensive stats by 10%, /steady aim= gives /aim bonus to all
Box 2: /ambush (on 20 minute timer), allows SL to provice cover for entire group
Box 3:/advancedsteadyaim= /aim applies on next 5 attacks
Box 4: /boostmorale= replenishes teh action and mind for entire group at a huge cost to the SL (and 10 minute timer), +1 to group size
Line four: Strategy: allows for SL to employ more advanced tactics tohelp turn the tide of a battle
Box 1: /formup= clear blinds, stuns, and dizzys
Box 2: /recon=has a 50% chance to reveal concealed enemies in a 64M range to group members (20 minute timer)
Box 3: /volleyfire= next attack(including specials) for group hit target of SLs choice (costly on mind pool)
Box 4: /decoy= can distract NPCs and mobs to attack a fake target
Master Box: Should be a master of targets and strategies and how to lead a group to victory
/motivate= clear group of rooting effects
/fort= the highest defensive build for a camp. give defensive units in its scope a +45% on defensive stats
/assault= Gives group members a +30% on offensive stats with no defensive penalty (5 minute duration, 30 minute timer), +4 to group size
So a Master SL could lead a group of 16 and be able to help guide the overall strategy for the group.What do you guys think?
Novice Squad Leader: (45,000 Combat Experience)
General Ranged Accuracy +10
General Ranged Speed +5
Melee Defense +10
Ranged Defense +10
Assault Armor Accuracy Mitigation 20%
Assault Armor Movement Mitigation 30%
Assault Armor Rate of Fire Mitigation 10%
Special: System Message: Sends a system message to all group members. When this happens group members will hear a sound effect that indicates an incoming transmission from the group leader.
Mobility I (175,000 Squad Leader Experience)
Group Terrain Negotiation +25
Special: Group waypoint: A squad leader can enter in the location of a waypoint and send it to all group members. When this happens the group will be notified about an update to their datapad from the squad leader via system message.
Mobility II (250,000 Squad Leader Experience)
Group Burst Run Efficiency +25
Special: Sally Forth!: All group members form in a wedge formation and auto follow the squad leader. Entire group receives movement speed bonuses, like a free burst run. This skill isn't a forced march, any group member can break the formation if they wish, but no longer receives the bonuses to speed.
Mobility III (350,000 Squad Leader Experience)
Group Terrain Negotiation +25
Assault Armor Movement Mitigation 40%
Group Waypoint +1
Special: Radar Disruption: Squad Leader makes all group members disappear from enemy radar. The party must be within a 64 m range of the SL or else they will appear again on radar. When a party member engages in combat, the whole group breaks from radar silence. There is a long cool down on this ability.
Mobility IV (450,000 Squad Leader Experience)
Group Burst Run Efficiency +25
Group Movement Mitigation 5%
Group Waypoint +1
Special: Retreat!: Squad leader orders a retreat giving all party members a burstrun which is 10% faster then normal burst run. Group accuracy is decreased but they receive bonuses to avoiding incoming ranged attacks. This skill is very heavy on the squad leader and has a big cool down.
Strategy I (175,000 Squad Leader Experience)
Melee Defense +10
Ranged Defense +10
Special: Steady aim - All accuracy mods of group members are increased, this includes accuracy while standing, moving and aiming for 15 seconds.
Strategy II (250,000 Squad Leader Experience)
Melee Defense +10
Ranged Defense +10
Squad Stamina +5 - Decreases special attack action/mind costs of group members.
Assault Armor Accuracy Mitigation 30%
Strategy III (350,000 Squad Leader Experience)
Melee Defense +10
Ranged Defense +10
Special: Volley Fire: Squad Leader "paints" target with a visual icon above name of target. A system message will appear across all group members "Squad Leader (name) requires assistance against (enemy)!!" Anyone in the group who chooses to fire at the target receives damage and accuracy bonuses.
Strategy IV (450,000 Squad Leader Experience)
Melee Defense +15
Ranged Defense +15
Volley Fire Bonus +10
Assault Armor Accuracy Mitigation 40%
Squad Stamina +5
Leadership I (175,000 squad Leader Experience)
Leadership +5 - Leadership determines the ham costs, effectiveness and cool down of some squad leader specials. A strong leader will use less action and mind, increase the timer of certain specials and decrease the time before they are able to use it again.
Special: Group Name: Squad Leader is able to create a name for their group which displays over all group members.
Leadership II (250,000 Squad Leader Experience)
Group Melee Defense +10
Leadership +10
Skill: Form Up: This ability is used to clear the stunned and dizzy state of all group members.
Leadership III (350,000 Squad Leader Experience Experience)
Group Melee Defense +15
Leadership +10
Special: Rally: Increases group accuracy and defense against all state effects.
Leadership IV (450,000 Squad Leader Experience Experience)
E5 Carbine Certification
Leadership +15
Special: Boost Morale: Gives a small bonus to mind regeneration rate for a short time.
Tactics I (60,000 Combat Experience)
Group Ranged Accuracy +5
Tactics II (85,000 Combat Experience)
Group Ranged Accuracy +5
Group Ranged Defense +10
Tactics III (120,000 Combat Experience)
Group Ranged Accuracy +5
Group Ranged Speed +5
Special: Concentrate firepower!: Increases all group members chance of landing wounds and critical hits on enemies.
Tactics IV (150,000 Combat Experience)
Group Ranged Accuracy +5
Group Ranged Speed +5
Group Ranged Defense +15
Assault Armor Rate of Fire Mitigation 20%
Beam Rifle Certification
Special: Cover Fire: Squad Leader fires a cone effect attack which causes a penality to target's rate of fire and accuracy.
Master Squad Leader (340,000 Combat Experience)
Group Burst Run Efficiency +10
Group Melee Defense +5
Group Ranged Defense +5
Group Terrain Negotiation +10
Assault Armor Movement Mitigation 60%
Initimidator Pistol Certification
Special: Improved Form Up: Increases the effectiveness of form up, a squad leader can now remove intimidate and debuffs on group members.
Special: Artillery Barrage: When the SL uses this ability the overhead map will display with a 32m radius. Once the Squad Leader has selected the targetted area, a system message will display to all group members, "Warning, artillery strike immident!!". Borders will display around the blast radius (much like how housing works when first deployed). All group members have one minute to leave the blast range. Artillery strikes cause energy and heat damage, the bigger the group, the more damage is used. To balance this devastating ability it will be on a 60 minute timer and if the Squad Leader is incapped or killed before strike timer reaches 0, the strike is wasted.
Special: Assign Platoon: A squad leader can invite up to 4 other group leaders and form a platoon. Max number in a platoon is 40 players. Once a platoon is created, the Squad Leader and group leaders have access to a special platoon chat. This is perfect for big raiding parties. The Squad Leader skills do not work on the entire platoon, just their own group.
Primary Role: Player character control and coordination
The SL gains a various skills to aid, guide and lead the group. He can assign targets and waypoints to characters and can call in formations or commands where when the characters follows the command will receive various defensive or offensive short time buff.
Secondary Role: Crowd Control
The SL secondary role is crowd control, his player character coordinating abilities already influence the effectiveness of his group his direct offensive and defensive skills are to either single out a target make it more vulnerable to attacks from his group or affect larger groups and hinder the attack or movement abilities of his opponents.
Just as loos ideas in addition to the already mentioned ideas:
- Novice SL can add two to the group, at each tier 4 skill another and at master another 2, so a MSL would max groupsize would be 16
- /assigntarget: marks a target for all ppl in his group to attack this target, queueable, the SL can give a que of up to 4 targets.
- /asignsinglewaypoint /asigngroupwaypoint: the SL can give out a WP just by clicking on his radar either to a single groupmember or to the whole group
- /charge: offense buff, defense debuff, short burstrun with high speed
- /retreat: offense debuff, defense buff, long burstrun with lower speed
- /volleyfire: the SL forces the next attack of anykind from each member of his group to hit his current target, the other characters return to fire to their previous attack after this. MSL only.
- /suppressionfire: this special adds an posture down (high percentage)/ ensnare (medium pecentage) and an KD or root (low percentage) change the next attack of all group members
- /forumup: removes stats from all group members, the more skillboxes the SL has the more stats he can remove, at MSL he should be able to remove most of the attacks (root, stun, dizzy, intimidated, ensnared, KD but NOT blind, poison, disease ... , I think you get the point).
- /formations: advancing in SL the SL gains different attack or defense formations, which give offense or defensive bonus. Each character gets a WP to where he should advance to get into the formation (needs to be within a certain radius), while keeping in formation the bonus apply, if all groupmembers follow the commmand another bonnus is added to reward teamwork, at higher skills the MSL can have "moving" formations, the restrictions to fit into exact position are less restrictive and the WP are updated when the SL move.
- Metagroups (or better see platoon idea):
A MSL can have four SL (must have at least one tier 4 skill) in his group.
with /sys he sends out a /sys msg to all SL in his group, but not to his squad or the group of one of the sub leaders
with /squad he reaches his own group including the SL in his group
with /platoon he reaches all in his group as well all in the sub groups of the SL ins his group.
Only Subgroups, no sub-sub groups.
This is to coordinate the attack of all pl in his group.
.
And to think, Thunderheart started that thread 1 year & 3 weeks ago, April 6th 2004. That's just sad. 19 pages of ideas, and not a single one implemented in over a year. Hell, not even a dev response in there either (I think).
Message Edited by Yeraze on 04-26-2005 08:34 AM
RenKesson wrote:
Primary Role:
*snip*
Primary Role: Group Support
Secondary Role: Trimary Healer
Novice: Abilitys - Abilitys: system message to group, 10% less cost to factioned items from a recruiter, bacta toss
+10 group general accuracy
+5 group general melee defense
+5 group general ranged defense
Line 1: Group Offensive Tactics
1/x/x/x: Volley Firing - Abilitys: Volley Fire (all ranged group members will fire a normal ranged shot [at no action cost to the group members] a selected target of the squad leaders choice
+5 group general accuracy
2/x/x/x: Steady Aim - Abilitiys: Steady Aim (doubles group members accuracy for 1 attack) - Improved Volley Fire (all ranged group members will fire their current shot at the target of the squad leaders choice)
+5 group general speed
3/x/x/x: Fire at Will! - Abilitys: Fire at will (group members will fire 5 very fast shots at their current target, at the expense of accuracy) Improved Steady Aim (doubles group members accuracy for 2 attacks)
+10 group general accuracy
4/x/x/x: Charge! - Abilitys: Charge (gives all group members a bonus to movement speed, as well to damage and accuracy)
+10 group general speed
Beam Rifle Certification
Warmaster (politicians, go find your own title
Line 2: Group Defensive Tactics
x/1/x/x: Hold the line - Abilitys: Hold the line (all group members may not move untill the ability is canceled, but while in the effect, gives a very high bonus to defense. If the squad leader dies, the ability is cancelled)
+5 group ranged defense
x/2/x/x: Rally - Abilitys: Rally (all group members near the squad leader get a bonus to defense)
+5 group melee defense
x/3/x/x: Retreat! - Abilitys: Retreat (gives all group members a large bonus to speed, as well as large defense bonuses, but will cripple all group members accuracy and damage abilitys, and will use up all of the squad leaders remaining ability points) Improved Hold the line: (all group members may not move untill the ability is canceled, but while in effect, it will give a very high bonus to defenses, and as well as accuracy. If the squad leader is killed, the effect is canceled)
+10 group ranged defense
x/4/x/x: Scramble - Abilitys: Scramble (makes all group members invisible on radar and on screen untill they preform any kind of action, this takes 100% of the squad leader's action and mind) Improved Rally (all group members near the squad leader get a bonus to defense and weapon speed)
+10 group melee defense
Flare Pistol Certification
Battlefield Coordnator
Line 3: Healing Support
x/x/1/x: Drag - Abilitys: Drag incaped player
x/x/2/x: Battlefield tending - Abilitys: heal wound
x/x/3/x: Instant Recovery - Abilitys: remove incap (this will allow a squad leader to automaticly bring back a group member from incap)
x/x/4/x: Long Range Healing - Abilitys: Improved Bacta Toss
Field Commander
Line 4: Formations (all of these are activated and dont stop draining away from your action untill you turn them off, if you cancel one of these effects, each have a minute recharge before you may use them again)
x/x/x/1: Hold up - Abilitys: Hold up (makes group members immune to dizzy and stun - has a medium action drain on the squad leader)
x/x/x/2: Charge Breaker - Abilitys: Charge Break (all attacks done by group members have a small chance of putting a snare on the opponet - has a large action drain)
x/x/x/3: Healing Directions - Abilitys: Improved Healing (healing is 50% more effective in the squad leaders group - medium action cost)
x/x/x/4: Staggering - Abilitys: Staggered formations (area of affect attacks have a very good chance to miss - low action cost)
Some kind of carbine certification, haha
Title: Strategist
Master Squad Leader - Abilitys: Advanced Volley Fire (This will do a very large ammount of damage to a selected opponent) Advanced Hold the line (You may not move while this is in effect, but it will give alot of accuracy, defense, and as well, no action costs) Brutal Fighting (This will make your group members very resistant to knockdown, and give bonuses to health regenration, and a bonus to damage - this has a huge amount of action cost [as in you wont be able to use this for more than 10 seconds]
Intimidator Pistol Certification
Just dabble some assualt armor stuff in there, haha
There are my thoughts
Message Edited by blackgunz on 04-26-2005 06:49 PM