Squad Leader Archive

Thread: Ideas for the Revamp Sheduled for Publish 10

TerrasNeirek
Sun Jun 20, 2004 4:33 am
#1


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Please post your ideas, being as the "Squad Leader Revamp" post is no longer active for posting

gando
Mon Jun 21, 2004 4:00 am
#2

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
Rarrot
Mon Jun 21, 2004 7:38 pm
#3

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.
BaronJedi
Mon Jun 21, 2004 9:02 pm
#4






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




Draxx Py're | Master Rifleman | Master Squad Leader

)D(ark )F(orce )R(ising
RyushiYoshi
Tue Jun 22, 2004 5:07 am
#5






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.





In that sense then, Why should Doctor have the ability to cure Dizzy and Stun if they don't have to spend ANY points in Squad Leader?



Imperial Colonel Ryuten Mizu
Former Master of Force Powers and Lightsabers
Serving since June 30, 2003

gando
Wed Jun 23, 2004 4:22 am
#6






In that sense then, Why should Doctor have the ability to cure Dizzy and Stun if they don't have to spend ANY points in Squad Leader



That's an easy one. There are, in real life, pills and such which increase mental alertness. It's completey viable in a sci-fi, hi-tech, setting for there to be drugs which cure these states. The benefit of the SL, in this regard, is that he/she need craft nothing to do it. They also can perform this at range and to multiple targets at once. Whereas the doctor cannot.

Message Edited by gando on 06-23-2004 04:23 AM

TerrasNeirek
Thu Jun 24, 2004 2:14 am
#7

i think the great thing about the squadleader profession is the fact you can mold it to how you see fit, for example you could just use your skills, or you could use a mix of tactics and skills...

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......
Brainplay
Sun Jun 27, 2004 7:20 am
#8






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






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

MailekEOC
Sun Jun 27, 2004 7:17 pm
#9

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.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


Dasch
Sun Jun 27, 2004 7:21 pm
#10

Vollyfire should probably also work almost like Smuggler's panic shot. That would be greatly hepful.



_______________________________________

DASCH LUR'KEN
Rarrot
Sun Jun 27, 2004 7:38 pm
#11

I'm not so sure that'd help. When it's one person trying to panic shot and peace before they hit the target again and break the delay, it's reasonable. If you've got to hit volley fire, then try to make your entire group stop shooting at that target before a single one hits it (less than 1 second?), it'd be impossible.
kimirahi
Mon Jun 28, 2004 2:48 am
#12






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.



AOnokoA
gando
Mon Jun 28, 2004 4:12 am
#13





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!"

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