Squad Leader Archive
Thread: Ideas for the Revamp Sheduled for Publish 10
Personally i think this profession is the most fun of them all, and to a certain degree requires leadership skills from the person behind the screen, afterall -- you have a group to look after, and that group relys on you
As for improving the profession,
A group HAM Bonus would be great, not high but not low
More self sacraficing skills, such as one that removes all members from incapacitation, but incapactates the squadleader
More bonuses to melee + ranged defense ( the terrain negotiation bonus and burst run, are great use, but the melee and ranged defense, add a very little bonus --- when people can churn out bio engineered clothing with +40 melee defense etc)
A melee combat skill, steady aim and volley fire dont work for melee users!
More organization skills, that remove disease + poision perhaps
An ability that allows the squadleader to "promote" members, so you could have "officers" within the group, that can invite people, but this could only happen if the squadleader was in the leading position of the group
More squadleader trainers!!! eek i had to goto player cities for them, and even now theres very few master squadleaders on our server!
Factional bonuses perhaps, so with a Squadleader you recieve a larger dose of faction points.... such as cries of alderaan but it would be, "You recieve a bonus of 10 Rebel/Imperial Faction points for being under the command of a Squad Leader"
Please post your ideas, being as the "Squad Leader Revamp" post is no longer active for posting
When I thought about factional bonuses, it seemed more appropriate that the squad leader get the faction bonus instead of the group; after all, we're the ones that should be getting credit for what our squad has accomplished. Perhaps we could get special faction points every time a group member earns them, but these extra points could only be delegated to group members to reward them for good work. Being able to offer group members an incentive to listen to you and work as a group would be extremely useful.
Rarrot wrote:
Maybe because dizzy and stun aren't things that you need drugs to treat? You can justify curing things like intimidate, dizzy, stun, and delay by telling them to clear their heads and focus on the battle, but not changing their state of health by telling them that poison doesn't really hurt.
When I thought about factional bonuses, it seemed more appropriate that the squad leader get the faction bonus instead of the group; after all, we're the ones that should be getting credit for what our squad has accomplished. Perhaps we could get special faction points every time a group member earns them, but these extra points could only be delegated to group members to reward them for good work. Being able to offer group members an incentive to listen to you and work as a group would be extremely useful.
/agree
Rarrot wrote:
Maybe because dizzy and stun aren't things that you need drugs to treat? You can justify curing things like intimidate, dizzy, stun, and delay by telling them to clear their heads and focus on the battle, but not changing their state of health by telling them that poison doesn't really hurt.
Message Edited by gando on 06-23-2004 04:23 AM
but we do need alot more fixing, and new skills are a bonus, but i really do like the idea of incapactitating the squadleader to raise members from incapacitation
another suggestion now..
how about a skill that renders the squadleader vunerable to attacks, but steels the group against hits, absorbing 10 hits without taking damage......
gando wrote:
removing disease and poison makes no sense. why should a doctor have to master the entire medic profession if sl's don't require any medic skill in order to do the same thing
Why should doctors be the ONLY profession that cancure states, poison, disease, fire, revive, AND buff on top of that? Heck you can cure ALL states at novice doctor!
Giving SL the ability to cure dizzy and stun is a big step in evening out the "support" roles. Giving them a cure all states and poison/disease mitigation ability would GREATLY help in PvP and PvE support. States are barely even considered a "medical" event. How the hell do you cure an intimidate or dizzy?
/rant Combat Medics should have been the ones that could cure ALL and revive. Doctors should have gotten buffs and point blank hypodermic poison/diseases. /rant off
MailekEOC wrote:
Ok so lets make a new skill /suckoutpoison with a new animation of the Squad Leader lunging at a group member looking like a vampire.
That is the dumbiest idea I have heard in quite a while, we don't have super powers.
Damn flamer, but we do have the "magic powers" to cure stun/dizzy why not make this "pretty much broken profession" more useful with a ability that would make this profession very useful for any pvp squad. It makes sense to me that a squad leader could make their team focus their mental abilities to rid of poison/disease.
gando wrote:
removing disease and poison makes no sense. why should a doctor have to master the entire medic profession if sl's don't require any medic skill in order to do the same thing
Why should doctors be the ONLY profession that cancure states, poison, disease, fire, revive, AND buff on top of that? Heck you can cure ALL states at novice doctor!
Giving SL the ability to cure dizzy and stun is a big step in evening out the "support" roles. Giving them a cure all states and poison/disease mitigation ability would GREATLY help in PvP and PvE support. States are barely even considered a "medical" event. How the hell do you cure an intimidate or dizzy?
Why should they be able to do all that? I will tell you...
Because they are DOCTORS! they are the supreme healers and buffers. How do you cure dizzy and stun? like I've said before, In real life we have drugs and medicines that take care of debilitating mental afflictions(some of which have the equivilant of a constant "dizzy" or "stunned" state). So what is so hard for people to get it in their head that this genre is one of advanced technology and medicine?
Very well however, why don't we do that. But to make it fair lets make master Medic a requirement for sl. Or we can give the doc's some sl abilities. Don't like that idea? Well' how about trying to get sl's abilities that MAKE SENSE and makes us unique in our "support" roles. Instead of stealing from other professions. There is NO LOGICAL REASON WHY WE SHOULD BE ABLE TO HEAL POISON AND DISEASE. "no,really soldier, that poison that's causing your muscles to lock is just a figment of your imagination. now get up and fight! And stop turning green!"