Squad Leader Archive
Thread: Possible Alternative to the Group Lead and Dabbler problem?
Message Edited by captiansarcasmo on 09-06-2005 03:23 AM
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
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.
_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_
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......... ![]()
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..
I don't know what the eight things for the Zabrak should be, i know these six:
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..
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.
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!
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...)