Squad Leader Archive

Thread: Jedi gets two patches, Squad Leader Cant get a cracker

Jedi83184
Thu Jul 01, 2004 7:40 pm
#1

Well one year has passed, it has taken a while to get our class fixed and i would like to thank all of those who waited so patiently. Oh wait thats what iwill post when someone finally stops ignoring me and fixes my class. Im so tired of getting no love when it comes patch time. I love how the devs are more interested in giving Jedi God-like powers, while Squad Leaders are still hanging on to nothing.


I would just like to state a few facts. I recently participated in a battle between 40 imps and 25 rebs in two groups both with master Squad leaders. Now we had numerical and tactical superiority. However both groups of imps were beaten from the city.


If anyone responds to this please tell me something, am i being unreasonable. NOTHING in our class has been fixed in 365 days of gameplay.


Whenever the devs decide to actually get ont he ball and fix us, I promise to have nothing but praise for them. However, STOP DELAYING SOMETHING THAT COULD BE SO EASILY FIXED!!!!



XIhn Zahn
Master Squad Leader
Master Rifleman



When i am gone, the last of the Jedi will you be. -----Yoda (OH SNAP I GUESS HE MESSED UP CAUSE THERE ARE JEDI ON EVERY CORNER IN SWG!!!!)
irott
Thu Jul 01, 2004 7:55 pm
#2

I understand your frustration... It just makes sense that Squad Leaders should give an edge in these types of situations. But that just isnt the case right now.


You do bring up an important point though. Defense vs Offense.

What sort of skills would be usefull in a offensive strike against a base or a city?

What sort of skills would be usefull to defend a base or city?





[irott and the full effect]
Master Squad Leader


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

Jedi83184
Thu Jul 01, 2004 8:12 pm
#3

First off A defense against group poison because it kills an entire squad way too efficiently. Not to mention it just makes you mad when you wake up in a cloning center with 100% mind wounds.


Also giving Squad leaders some sort of system that allows them to lower the HAM costs for the entire group would be great.


This should be a passive ability. As should most of SQL abilities, because squad leaders cant solo, they should be given abilites that more actively make the squad deadlier.


Squad Leaders should also increase the rate at which a persons mind regenerates by a great amount depending on the Squad Leader's Level. (This can be said to show that the men are confident with their leader and are willing to follow him into combat.I.E. Band of Brothers)


Although i dont want to add to the foolishness that is buffing, but squad leaders should give a passive buff to people who group with him or an inspirational speech command that allows people grouped with him to be inspired to fight and not quit.


Maybe even the deployable combat structure option like a E-WEB gun that is stationary but can be manned by a gunner to give the group an almost portable turret to help when defending or attacking.


These are just some of the simple things that could be added to make the game a little easier for our class and others that dont have very good combat effectivness.Instead of giving Jedi Godlike powers IN AN ERA WHERE JEDI ARE EXTINCT!!!





XIhn Zahn
Master Squad Leader
Master Rifleman



When i am gone, the last of the Jedi will you be. -----Yoda (OH SNAP I GUESS HE MESSED UP CAUSE THERE ARE JEDI ON EVERY CORNER IN SWG!!!!)
The_Azure_Phoenix
Fri Jul 02, 2004 1:41 am
#4

It frustrates me too, but you have to remember, the Devs want to fix their marketing pet first. If you watch any of the SWG trailers there is always jedi. Its a sad fact that, most people want to be one. I consider it every now and then, just so I can have some power. But then I realize, I am just fascinated with the overglorified glow stick.


As to the defense versus disease/poison, that is an awesome idea.



Aeres Aeolus
Alliance Officer and Ace Pilot
"A good general does not lead an army to destruction just because he knows it will follow."
"Wars are won when the batlle-lines are drawn."
"Our deathes will be magnificent!"
Therascalking3
Fri Jul 02, 2004 7:22 am
#5

yeah jedi i like your ideas a lot, but if you are so angry about jedis why is it your name? just joking


azure you are exactly right about the marketing crap the devs are doing it really is unfair to all of us and as jedi said it is entirely against the story SWG takes place in but when the general population thinks star wars they think jedi and when everyone picks up the box thats what they want to make. I personally get my jedi fill playing jedi academy and Knights of the Old Republic (cant wait for kotor2 as well)


There isnt much you can do besides plead. THe devs are so wrapped up in jedi that they even concentrate on fixing stuff like bounty hunter before anything else because they fight the jedis. It is ridiculous but what can you do other than suggest ways to fix and improve our profession. I am waiting for our revamp as much as you are and it is actually the promise of revamp that keeps me an SL because i want it to be good and i want to be involved. Hell i would fly out to wherever the dev team is working and code up the SL revamp for them if they wanted. I really want everything changed to but all we can do is wait.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Jedi83184
Fri Jul 02, 2004 10:36 am
#6

I guess the only reason i am upset is because we were here in the launch. Humans get a bogus modifier that isnt replaced by anything.


I just feel like im being neglected like an orphan or something. I pay my 15 per month too, FIX ME!!! Its crazy its like we are supposed to sit around while jedi roam the galaxy like giants stomping on everyone because the devs made the road to jedi take up the most possible time causing all those people to be the total faithful consumers.


All im saying is, if i wasnt broken i wouldnt feel the need to cancel my subscription for weeks and months at a time.


Just some attention and love is what we need. If they came out with a plan and a timeline that wouldnt change it would be awesome.


However the lack of attention that is given to Squad Leader, Carbineer, and Bounty Hunter. While Combat Medics, Rifleman, and Jedi Rule the Galaxy is creating a feeling of bitterness and rage in most people. Now last year i was willing to wait for my patch to fix me. If the sun rises on 2005 without any fixing, It can be chalked up to favoritism, and the almighty Dollar.


Although Our class is supposed to make everyother class a little more deadlier. Thats what i dont understand the quality of the game could be improved with our patch yet we gets no love.


IF ANYONE HAS ANY IDEA ABOUT WHAT THE PLAN FOR OUR REVAMP IS PLEASE FEEL FREE TO TELL ME IM CRAZY.



XIhn Zahn
Master Squad Leader
Master Rifleman



When i am gone, the last of the Jedi will you be. -----Yoda (OH SNAP I GUESS HE MESSED UP CAUSE THERE ARE JEDI ON EVERY CORNER IN SWG!!!!)
Therascalking3
Sat Jul 03, 2004 12:11 am
#7

at least you are a rifleman too man look at my signature i am totally broken. I heard DAoC has a 14 day trial for returning players so im gonna check that out again and see how much better it is. i love SWG and i think the only things that can make me leave are millions of jedi running around (which will happen soon) and JTL being stupid which im starting to think it will be. Well whatever if SOE wants my money they can fix my profession and i will remain loyal........although when EQ2 comes out they will probably have my money again



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
InquisitorPayne
Mon Jul 05, 2004 5:06 pm
#8






irott wrote:



You do bring up an important point though. Defense vs Offense.

What sort of skills would be usefull in a offensive strike against a base or a city?

What sort of skills would be usefull to defend a base or city?







How would you define the role of a SWG Squad Leader?


Leaders are great personalities! They inspire those who follow them and they bring out the inner strengths of their followers.


But there are 2 different kinds of Leaders:


Military Leaders
Social Leader


What is the difference?


The difference is that a Militarry leader leads by action and excemple to accomplish a military goal through martial might while a social Leader is by his simple prescence already an Inspiration for others.



Can Social leaders be Squad leaders?


There Leaders like Mob Bosses, or Corporate leaders, or political Movements.
What makes a Squad Leader a Squad Leader? The Squad!


Now, what is the difference between a squad and a group of peoplle int he same Number?


A squad is a military trained unit assigned to accomplish a specific task.


So, what does than mean for us here? What does it mean for the above excemples?



The Mob Boss: Leading by force and Cunning, he may be a military leader in the field and his action are decided by rather martial commands.
He fights a war that no one perceives to be a war, but his enemies. So, albeit not being a Squad Leader in the original sense, he could still be considered a Squad Leader in SWG.



The Corporate leader: He does not lead by excemple, he leads by power. He is the leader, because he either founded the corporation or because he got elected. People follow him out of fear. Fear not to get paid, fear to lose their social status....
So, given the definition of a Squad Leader, he would not be considered to be a SL, especially not in SWG.



The Politician: well, to make it short: there is already a politician Profession in SWG.



So, that leaves us with Military commanders and militant Mob Bosses as a template for the Squad leader in SWG.



What defines them?



  • They lead by excemple. If they cannot accomplish a task on teir own, how could they ask any of their Members to do it?

  • They inspire with their prescence! Many Squad Leaders are know for their abilities within the lower ranks and having that Person standing with you in the field will make you lose some of your fear, will bolster your confidence.

  • They are trained in warfare and modern weapons. They are trained in Strategy and tactics. Years of experience in field bolsterd their abilities. They are battle hardend veterans.

  • It is the most distincive ability of a Squad Leader to quickly react to the tides of the battle and their followers will react without hesitation to their commands.



What are the things you like about the Squad Leader profession? IE, what should be kept in the profession?


Personally, i like the terrain negotiation, the /rally command, the /formUp command, the ranged and melee defense bonuses, the /sysGroup Message



What are the things that you think should be dropped from the current configuration of the profession?


There currently is nothing that should be dropped from the profession (they got rather few abilities in the first place). But a lot of things need tweaking or rightout fixing.
Also, some new abilites have to be introduced to create a moore Squad leader like feel to the Squad leader.




What are the things that you think are good in the current state of the Squad Leader profession, but could be better?


Easy to answer: /boostMorale, /volleyFire, /steadyAim
They are great ideas to start with, but the implementation lacks and soon hits its limits.


/boostMorale: Balacing the wouds of the group is a nice feature, but serves no specific purpose during battle, other than combating the immideate damages from diseases.
Chaning it to balance damage from all group members sounds more feasible, but also sound ultimately more powerful. A balance has to be found here (maybe a 10 min. timer on /boostMorale).


/volleyFire: There would be only one reason for a squad Leader to use such an ability: To call targets. With the current system (one randam attack, then everybody switches back to their previous targts) this is simply not possible in a convenient manner.
The commando should be changed to work as follows: By using the command, the squad leader immideately, changes the target of every group member to his current target, clearing all their Combat queues (to prevent them from snapping back on their old target). During snapping to their new target, a random pool attack is unleashed with a slight damage modifier.


/steadyAim: With its implementation as a group /aim it is simply not feasible. The squad leader would have to foregoe all his attack to maintain the accuracy of his group. /steadyAim should be on a timer, providing a steady bonus. Personally i think a duration of 30 seconds with a timer of 45 seconds would be feasible.




What kind of relationship do you think Squad Leaders should have in the Galactic Civil war?


Well, surprisingly this question is easy to answer but hard to formulate.
The quick answer would be: They should be the architects of Warfare. The designers of military force.


I will try to explain it more thoroughly:


Squad leaders should be the focal point of Military Startegy and tactics. They should be the ones that make a military unit out of a ragtag bunch of fighters.
They make soldiers out of warriors.
With a Sqaud leader in battle the whole battlefield should have a lot moremilitary feel and flow:



  • Squad Leaders should be able to set up trenches and or fortifications.

  • They should be able to utilize artillery.

  • They should be able to plan a strategy prior to the combat


While many of these things can be achieved through teamwork and training without a squad leader, the squad leader profession should a convenient tool to utilize these actions.
More on that on my TOP 5 on the skill tree.




If you designed the Squad Leader Profession, post your Top 5 Skill ideas for each Skill tree:



Novice Box



Basic introducion in Group coordination:


/sysGroup command, +10 Group Bonus to Defense vs Intimidate (the inspiring prescence of the leader bolsters the mind of all members)




Mobility


This is the tree that governs the overal mobility of the squad.


1 Group Terrain Negotiation +25
2 Group Terrain Negotiation +25
3 /forcedMarch command (works exactly like the old /retreat command)
4 /airLift command. The squad Leader designates the starting and end coordinates (e.g. /airlift 1200 3400 -800 2300). The system generates a waypoint for all Group members. 10 minutes after the command was issued a Dropship lands. By double clicking on it (over a tme of 30 seconds), the group gets shuttlesd to the target designation (with a nice Dropship animation like with the stormtrooper squads)


Tier 4 might be hard to realize with coding, though, but it would be a great benefit to the group and it shoudl work only on the same planet, of course.



Strategy


This is the tree that governs the Plannings and Preparation abilities of the Squad.


1 /assignFunction command. This command colorizes the targeted individual on the radar specific to its function (healer, support, subleader) (e.g. /assignFuntion "name" healer).
2 /strategicMap command. This command summons an overhead map, similar to the one used placing structures. This map should be zoomable and would be used to easily creat waypoints and monitor the movements of your own as well as opposing forces.
3 /entrench Command. This command creates a visible, specified area (a trench) that confers additional bonuses to ranged defense. It is immobile and can easily be removed like a camp. It does not cofer any Healing bonuses and does not allow the use of entertainer healing.
4 /fieldBase command. This command creates a visible specified area (a fortified encampment) that confers additional bonuses to ranged and melee defense (more bonuses than a simple entenchment. It required 5 mins to set it up.



Leadership


This is the Tree that governs morale modifiers, direct commands and inspiration.


1 Group Defense vs Intimidate +5; /formUp command
2 Group Defense vs Intimidate +5; /steadyAim (providing a steady bonus over 30 seconds, like mentioned above)
3 Group Defense vs Intimidate +10; /volleyFire (without a fail chance and in the new system, mentioned above)
4 Group Defense vs Intimidate +10; /boostMorale (on damage, with the new 10 min timer)



Tactics


1 Group Ranged defense +10; /rally. This command would have seen a major change. It would vreate a waypoint for all groupmembers to rally at.
2 Group Melee Defense +10; /formUp command (it should be usable, while the Squad leader is Stunned or dizzied)
3 Group Ranged Defense +15;
4 Group Melee Defense +15; /artilleryStrike1. This command call an AE attack on a specified area (using the overhead map from the /strategicMap command). A random Pool high damage attack, able to dispatch an unarmored, unbuffed opponent with ease.



Master Box


Group Ranged Defense +5
Group Melee defense +5
Group Defense vs Intimidate +20
/artilleryStrike2. This is a command like the first version, but larger area covered and more damaging than AS1
/bunker. This command creates a small bunker complex with 2 tiurret slots for small and medium turrets. If the bunker is disbanded, the turrets are lost. Other than that it offers the same benefits as the /fieldBase command.




As a final note i would like to add, that albeit this may be a more visionary concept, i would like to see at least parts of it implemented. A Squad Leader needs the tools to efficiently command his trrops in the Battlefield as well as being able to establish Zones of Control, through fortification sand Trenches.

It would shape the GCW in an untold manner and woul open up almost endless possibilities, further improving immersion as well as creating a more cineastic feel to the battles.


Dogg






Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


kamikze_one
Mon Jul 05, 2004 8:31 pm
#9

I smell a sticky ^^




Ditao Asokelint

Master Carbineer .::. dah Uber Leet Spamirific Squad Leader
Therascalking3
Tue Jul 06, 2004 10:21 am
#10

listen to inquisitor cuz those a very good ideas and well planned.


just a few comments:

-you have /formup twice i believe so make something new

-add a defense vs. more states especially something like knockdown (idea is that the leader would be there to pick you up although a slight stretch i think it works)

-and maybe defense vs mindpoison stuff although that should be different in the combat rebalance so who knows


and a comment on the air strike:

while i think it is a cool idea i think it is taking things too far so we might need to rethink the concept



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
kamikze_one
Tue Jul 06, 2004 10:44 am
#11






Therascalking3 wrote:

listen to inquisitor cuz those a very good ideas and well planned.


just a few comments:

-you have /formup twice i believe so make something new

-add a defense vs. more states especially something like knockdown (idea is that the leader would be there to pick you up although a slight stretch i think it works)

-and maybe defense vs mindpoison stuff although that should be different in the combat rebalance so who knows


and a comment on the air strike:

while i think it is a cool idea i think it is taking things too far so we might need to rethink the concept




That wont do, Doctors and Medics would have a fit. Leave that stuff to the docs, They have to master Medic and go up a few more boxes just to cure it. And considering the CMs poisins potency are super high, do to stacking and what not, i say just leave it to the docs





Ditao Asokelint

Master Carbineer .::. dah Uber Leet Spamirific Squad Leader
Therascalking3
Tue Jul 06, 2004 10:49 am
#12

yeah you have a point. There was another thread here where there was a huge argument about it. I think it was the ideas for revamp in publish 10 but it might be something different anyway. I think that logically a squad leader should be the one to deal with in battle mind stuff because they are your inspiration and stuff but docs would get angry. Still i believe if some skills apply to both professions logically then give it to both. Say dragging and incapped player. I think the officers do a lot of dragging of knockout soldiers and stuff but whatever who cares. If the docs get angry then nerf it anyway the whole thing should be re arranged in combat rebalance to the point where hopefully we dont need to have fifteen people healing one guy who got mind poisoned by a CM



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Kaili
Tue Jul 06, 2004 11:19 am
#13






kamikze_one wrote:

That wont do, Doctors and Medics would have a fit. Leave that stuff to the docs, They have to master Medic and go up a few more boxes just to cure it. And considering the CMs poisins potency are super high, do to stacking and what not, i say just leave it to the docs







I agree. So far these have all been awesome ideas except for curing the mind poison. Most likely and solid PvP group will have a doctor on the team anyway, so they should be able to heal it for you. The only way to justify this would be to have Medic as a requirement for SL, and that just isn't realistic (or a good idea).



Colonel Lib Soldar
Master Smuggler
Master TKA
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