Squad Leader Archive

Thread: Possible Alternative to the Group Lead and Dabbler problem?

ObsidianWrath
Mon Sep 05, 2005 10:53 pm
#1

Hi, guys.


I'm just trying to get a bit of feedback on whether or not anyone thinks this might be a good idea worth pushing.


When I was writing my feedback post to Tiggs on the focus thread, I thought about a possible alternative solution to the "Squad Leader Army" we all fear as well as the Dabbler menace. Please give me your two cents on whether or not this could be a viable alternative.


I have a really bad feeling that they're not going to change the SL buff stack, so hopefully this would give some 'cushioning' if indeed that nightmare gets pushed through.


Human characters in the game have an innate +10 Leadership skill that, so far as I know, has never done anything in the entire history of SWG. We also know that Doctors have skills like Augmentation Efficiency, Heal Efficiency, Cure Efficiency ... what have you.


Why not push to get this "Leadership" skill fixed and used as our equivalent of the healers' "Efficiency" skills? Put small incrementals in every box of Squad Leader (like +5 Leadership) with a nice +25 in the Master Box, or something, and base the potency of our buffs/ abilities on this skill.


That way, even if there is an army of Squad Leader dabblers, their buffs would only have negligible efficiency to begin with. Master Squad Leaders would be rewarded by thesubstantially greaterpowerof our buffs.


Does this sound like a viable solution?


If it is, and hasn't been thought of, is there any way we can getour Correspondent to drop a bug in their ear?


So far, I can't help but feel like this might be an extremely elegant solution to the problem ... where all sides of the argument might be happy.


Let me know what you think.





. o O ( Larrendias du'Noctile-et'Senex ) O o .
C/OIC: 533rd IMCAGTF (SOC) // X/OIC: SECTION 8

[ Imperial Operator ] // [ Sunrunner Galaxy ]


captiansarcasmo
Mon Sep 05, 2005 10:58 pm
#2

i think its a very viable option. the doc comparison is the best way to describe your idea.


edited to note i dont think it should be a human limitation of course (cause im a twi )

Message Edited by captiansarcasmo on 09-06-2005 03:23 AM



jailyn

Darth_Sushi
Mon Sep 05, 2005 11:07 pm
#3

Certainly worth exploring.





UNAGI__N__[ONE TOUGH SQUID]
Officer Senator Insurgent

I play on Bria because Hell was full.


_scout_
Tue Sep 06, 2005 2:53 am
#4

We have a high threat incoming here !

Read his post mates:

in the infocus thread

You all better take care, we realy have ppl around who dont posten often here (Or post at all, Post count total of him is 46) but fully understand our concerns.

Watch out for this one .... !


EDIT:
regarding: Loki_ashamans post below
Link should now directly link to his post in the in focus thread. I noticed to late that he linked it already self and then i accidently copied the wrong link in here
THX loki ashaman,
I realy need a break though .... ...


Message Edited by _scout_ on 09-06-2005 04:24 PM



- Star Wars Galaxies Wiki -

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Sylow
Tue Sep 06, 2005 4:53 am
#5

Leadership modifier is an interesting idea, could make sense. Though, in this case i have to be selfish, the modifiers within the skillboxes must be high enough that the +10 from being human is just a small bonus and not a deciding feat.


Any racial modifiers currently have secondary influence on the game, you can play any profession with any race and won't feel like a "second class" master, compared to masters of another race. This has to be true in the future still, the human modifier can be a small advantage, but differences should be no bigger than 5% or so in the end.


This of course is a matter on how much each box gives for a bonus and how the diminuishing returns turn out on the SL formulas, which is a matter of fine-tuning.


While not completely replacing my compromise for balance suggestion, it definitely discourages dabbling and gives way more weight to the master SL so i fully support this great idea.






Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Loki_Ashaman
Tue Sep 06, 2005 7:12 am
#6






_scout_ wrote:
We have a high threat incoming here !

Read his post mates:

in the infocus thread

You all better take care, we realy have ppl around who dont posten often here (Or post at all, Post count total of him is 46) but fully understand our concerns.

Watch out for this one .... !











/clicks link; /wonders why it loads back to the same thread.


Alright, _scout_, you need to take a break. When you're making links to the start of the thread you making the link in, you really need to sit out for awhile.


/fills out RnR paperwork for _scout_






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Mardius Ashalar, Commissar: Commander of the Daishi
Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
"A pilot without his attitude is just some guy" - TomoRainer


Short_Timer
Tue Sep 06, 2005 7:24 am
#7

Have to say that the leadership idea is a damn fine one.


I agree that the racial modifier would need to be a minor part of the overall effect but what about spreading the modifiers across several branches, again to counter the dabbler aspect?


Alternatively what about just allowing MSL's to be able to buff outside of group leadership? Would discourage the dabblers as they couldnt use the skills in their normal role as group member, plus it would mean anyone that wanted that ability would have to sacrifice the skill points in order to get master box? Whilst we all accept that the chance of getting several dabblers in a group under the proposed system is pretty high, how many MSL's are u likely to get in a group of 8? Even if u got 3 or 4 it would be at the sacrifice of having other profession skills available?


Just an idea and apologies if its been mentioned elsewhere. Some of those other threads are making my eyes bleed.........



Nocifer
Tue Sep 06, 2005 7:37 am
#8


I certainly support the improvement to MSL skill box. In its current form, it offers very little upgrade and offers NO specialabilitiesadded to the MSL skill box.. I saw nice improvement plus newor/and upgraded abilitiesin other elite master profession boxes.. MSL box is basically the worse one compared to others..


I was new to SWG post-CU and picked human cuz I wanted to be MSL someday and human racial ability specifically stated +10 leadership and +15 artisan experiment while all other races seems to offer more bonuses. Later, I found out that +10 leadership is null and has no factor in ANY SWG codes at all, thus, its wasted ability.. I would like it to be fixed (preferred)or swap that with other ability bonuses.. Basically in its current form, Humans has ONLY 1 usable abilitybonus, +15 Artisan while all other races have range of 2 to 8 USEABLE ability bonuses. I understand that humans has best faction modifier but it only works in Imperial faction and humans have ability to wear any form of armors so is Zabrak. Yet, Zabrak has 6 whopping ability bonuses.. Right now, Human vs. Zabrak(largely in favor) is very unbalancing. If human +10 leadership got fixed and is pretty strong in its form then that would bring human back in line with other races due to its unique ability that no other races have..


FIX the DAMN +10 leadership!! Grr..




___________________________________________________________________
EQ I: Archfiend Nocifer Deathblade (70 SK + 700 AA), Inner Fury Guild, Bristlebane Server

EQ II: Acolyte Nocifer Deathblade JR (58SK + 60 Armorer), Neriak Server

SWG: Staff Sergeant Nocifer Deathsabre (Lvl 33 Jedi), Kettemoor Server, Started POST-CU
Sylow
Tue Sep 06, 2005 8:22 am
#9

I don't know what the eight things for the Zabrak should be, i know these six:


  • Defense Vs. Dizzy +10
  • Defense Vs. Stun +10
  • Defense Vs. Intimidate +10
  • Anti-shock +5
  • Equilibrium +1
  • Vitalize +1


  • Of those the first three are of small but actual value (i still end up with dizzy and stun pretty often, i rarely get attacked by intimidate attacks, for whatever reason), the fourth i wouldn't know what it does, the rest are abilities which prove to be rather worthless.


    Anyways, i agree that the total of the modifiers give a small advantage over other players. Thusi would say, leadership also should give a small bonus. (If it gives a large one, the SL-profession is tied to the human race... i dare to say that very few people want that to happen...)








    Learn to sing!
    Infinity - Papyn Biboon
    MSL, MCarb Grunt Leader
    Nocifer
    Tue Sep 06, 2005 8:32 am
    #10

    Sylow..


    Re-read my post.. I said 6 for Zabrak not 8. I said all races have 2 to 8. 8 is for Ithorian obviously..





    ___________________________________________________________________
    EQ I: Archfiend Nocifer Deathblade (70 SK + 700 AA), Inner Fury Guild, Bristlebane Server

    EQ II: Acolyte Nocifer Deathblade JR (58SK + 60 Armorer), Neriak Server

    SWG: Staff Sergeant Nocifer Deathsabre (Lvl 33 Jedi), Kettemoor Server, Started POST-CU
    Sylow
    Tue Sep 06, 2005 8:41 am
    #11

    You got me... reading for beginners... *sigh*


    Anyways, i stick to my statement, the modifiers should be minor so professions and races are not dependent on each other.








    Learn to sing!
    Infinity - Papyn Biboon
    MSL, MCarb Grunt Leader
    Loki_Ashaman
    Tue Sep 06, 2005 9:04 am
    #12






    Sylow wrote:

    I don't know what the eight things for the Zabrak should be, i know these six:


  • Defense Vs. Dizzy +10
  • Defense Vs. Stun +10
  • Defense Vs. Intimidate +10
  • Anti-shock +5
  • Equilibrium +1
  • Vitalize +1


  • Of those the first three are of small but actual value (i still end up with dizzy and stun pretty often, i rarely get attacked by intimidate attacks, for whatever reason), the fourth i wouldn't know what it does, the rest are abilities which prove to be rather worthless.


    Anyways, i agree that the total of the modifiers give a small advantage over other players. Thusi would say, leadership also should give a small bonus. (If it gives a large one, the SL-profession is tied to the human race... i dare to say that very few people want that to happen...)






    Vitalize is actually fairly nice, its a small health buff. Not sure if the amount is CL based orthe exact amount it is, as my crafter alt is my Zabrak, but I use it when ever I have to clear out aggros around my mall or harvesters. Fear the Shipwright smack-down!





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    Mardius Ashalar, Commissar: Commander of the Daishi
    Larikuj V'neef, DOH Mall: Theed (-5240, 2770)
    "A pilot without his attitude is just some guy" - TomoRainer


    Sylow
    Tue Sep 06, 2005 9:22 am
    #13

    I would have to check again what it was, but triggering vitalize, the only one time i did after CU, also activated cooldown on something else...i don't remember what it was, but i remember that i decided that it's not worth it.






    Learn to sing!
    Infinity - Papyn Biboon
    MSL, MCarb Grunt Leader
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