Squad Leader Archive

Thread: Focus Thread: One Quick, Easy Change

Volatris
Fri Jul 11, 2003 9:02 am
#1

The purpose of this thread is to identify the changes that can be made to Squad Leader very quickl w



____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Volatris
Fri Jul 11, 2003 9:04 am
#2

I'm so bugged on the forum today... threads keep submitting themselves...


Anyway...


The purpose of this thread is to identify the changes that can be made to Squad Leader very quickly and without much developer effort.


Post one single change you would like made to Squad Leader that would both be useful, uncontroversial, and exceptionally easy to implement (ie, like 15 minutes or less of developer time).


We'll send the best ones off and get some immediate fixes coming our way, while we all hash out the big difficult issues.




____________________________________
Vol: [Squad Leader, Carbineer]
Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
Cuintar
Fri Jul 11, 2003 9:08 am
#3

  • Having special fail less, use less mind/action pool points, and require shorter re-use time.
  • Making the /sysgroup message more visible so its not lost in the battle spam
  • Changing some of the SL titles
  • Volatris
    Fri Jul 11, 2003 9:10 am
    #4


    • Make %TT work in /sysgroup

    • Move a Group Melee Defense +5 down to Novice Squad Leader



    ____________________________________
    Vol: [Squad Leader, Carbineer]
    Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
    Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
    Merlinmast
    Fri Jul 11, 2003 9:18 am
    #5

    Maybe in some way, highlight a target that is being targetted by the squad leader or add a command to /assist the squad leader (withouth targetting him) such as /focusfire (targets whatever squad leader is, if everyon does this it should focus fire). Allow the squad leader to have a command that places a temp wp over the target of his choosing (to point out a potential threat or to point out the enemy everyone should be shooting).



    Pikeman : The only class that couldn't hit the ground if they dropped their weapon.
    Pikeman : Doing massive damage; to the air surrounding our target.
    Pikeman : You're dead meat, unless you happen to be standing in front of us.
    Pikeman : Because the devs were one profession short.
    DEVs : Pikeman? Thats a class?
    Volatris
    Fri Jul 11, 2003 9:22 am
    #6

    Not quick enough changes, I think, Merlinmast


    Great ideas, but not easy enough to do




    ____________________________________
    Vol: [Squad Leader, Carbineer]
    Leader of The Naritus Beatdown Squad: Naritus spawns it, we beat it down.
    Dedicated to hunting the most difficult creatures with the best players and most sophisticated tactics.
    Merlinmast
    Fri Jul 11, 2003 9:42 am
    #7

    I disgree, you can already do almost all of them, but with more commands such as:


    Target what your leader is targetting. Select leader, /assist. all they would have to do is make /assist leader a single word command. The waypoint one is easy too. You can already make waypoints using /waypoing XXX YYY so they simply need to call the location of a target (which im sure they know hot to do) and waypoint it. It would work EXACTLY the same as /find only it would be more like /highlight and it would 'find' the enemy that you have selected.




    Pikeman : The only class that couldn't hit the ground if they dropped their weapon.
    Pikeman : Doing massive damage; to the air surrounding our target.
    Pikeman : You're dead meat, unless you happen to be standing in front of us.
    Pikeman : Because the devs were one profession short.
    DEVs : Pikeman? Thats a class?
    Nochmal
    Sat Jul 12, 2003 12:50 am
    #8

    I have not yet made novice SL and I did not play in beta so my opinions are clearly largely uninformed, but I'm not letting that stop me having opinions. The one point about SL that bugs me the most is the way XP is gained. From what I understand on this forum, SL gains XP by causing damage. This bugs me more than any of the other issues people have raised about SL. SL is about leading a group...so XP should come either from using SL commands or from group actions.


    Now, IIRC, you get nothing other than /sysgroup at Novice SL...I can't imagine giving XP for using /sysgroup, so either


    1) some of the bonuses should be moved down the tree and XP given based on how that helps the group in combat (essentially, give XP for how much damage you saved the group or XP for how much extra damage the group did because of you)


    and/or


    2) give XP for how much damage the group does


    On first blush, #2 seems kind if silly...but as I think about it, it isn't so bad. Creature Handlers get XP for their pets doing damage, so it makes sense that a Squad Leader would get XP for their group causing damage. I think the ideal would be to have a mix of BOTH things giving XP. Sort of like Musicians get XP for playing and then a little extra for flourishes. So, I think SLs should get XP for the damage their group does and get some extra XP when they use commands like /rally, etc.


    How the XP is determined for the group damage would seeminly make sense to have some bonuses for the size of the group, but I wouldn't think it should scale linearly. As you add people, the extra XP you get should get smaller for each person added. For example:


    a) Fighting a 1K hp creature with a 2 person group might give you 300xp (just a random number here, not meant to mean anything specific)


    b) Fighting a 10K hp creature with a 20 person gropu probably shouldn't give you 3000 xp (which would be if it scaled linearly)...I would guess it would give you more like 1000xp or so.


    Exactly how this scaling should work would be something for the DEVs who know more about the internal game mechanics to determine.


    My main point is that someone leading a squad should gain XP for how the SQUAD does, not for how much damage the leader does. Bonuses should be given when the leader improves the squad whether that is with active commands or with his passive bonuses. If you were to make CHs work like SLs do now, CHs would get creature handling XP for how much damage the CH does instead of how much damage the pet does. The beauty of SWG is how the XP you get makes sense in most cases...in the case of SL it appears to not make sense.


    To me, this is the biggest fix possible since it makes the game more coherentand should be pretty easy to implement given that CH code already exists and I would imagine should be relatively easy to modify for SLs.


    --Ze'ev




    -----------------------------------------------------------------
    Ze'ev Adventure Travel
    Bringing You Fierce Creatures and Creature Comforts��

    Now closed for buisness as Ze'ev is leaving the galaxy due to the "Empire's" heavy handed tactics on the forums.
    Nochmal
    Sat Jul 12, 2003 12:59 am
    #9

    Merlinmast...I like what you are after with your suggestions, but I think the /volleyfire command is already supposed to do this. I think it makes more sense for a commander to call targets and make his squad fire on the target (i.e./volleyfire)rather than the squadies having to watch where he is firing and then make sure they fire at the same target (i.e. your /focusfire or /assistleader). So, while I agree with your sentiment, I would suggest the right path to take would be to push for /volleyfire to do what it is supposed to.


    I think I once saw Vol argue that /volleyfire shouldn't control members of the squad...I believe his arguement was even more general and said that no SL commands should force people in the group to do anything. I strongly disagree...in a techonological age, it is not surprising that a weapon system would have higher control levels than just the person wielding the weapon. I think Vol was also worried about griefing etc. which I cannot imagine given that anyone can leave a group at any time. If you don't like how a SL is using you, leave the group...easy.


    Anyway, I very much like the idea of /volleyfire, so yeah Merlinmast, let's make sure it works.


    --Ze'ev




    -----------------------------------------------------------------
    Ze'ev Adventure Travel
    Bringing You Fierce Creatures and Creature Comforts��

    Now closed for buisness as Ze'ev is leaving the galaxy due to the "Empire's" heavy handed tactics on the forums.
    BenedictAmber
    Sat Jul 12, 2003 2:50 pm
    #10

    /volleyfire provides an extra NORMAL attack turn.



    So instead of the entire team switching targets to the /volleyfire target, they all in unison fire one normal shot at the target that does not take up an attack turn. I STILL think the SL should have a command that makes any group member not in combat fire on the intended target, but MAKING a person switch during combat is usually a bad idea. A good SL would map out targets by priority before any engagement.

    Telak
    Sat Jul 12, 2003 2:53 pm
    #11

    Make grouping worth it.
    Iraea
    Sat Jul 12, 2003 3:46 pm
    #12

    Yeah, what the post above says... probably not a 15 minute job, but it's very fundamental - group exp should be calculated to reward grouping - or at least not penalize people for grouping. This is a critical flaw for squad leaders, since we are team based.



    Evelyn
    Bloodfin
    xxChinoxx
    Sat Jul 12, 2003 8:34 pm
    #13

    Get /group commands to work!!!!! Friggin' ninjas



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    Master Marksman
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