Squad Leader Archive
Thread: The Squad Leader Revamp that we ALL want
- System Message to Group
- Schematic - Command Post
- Offers all of the amenities of a Basic Camp Kit
- Allparty members can, upon Clone Request Activation, can request to clone at the Command Post instead. Cloning in this way will not generate wounds.
- This camp can be destroyed by other players. Combat willNOT automatically disband the camp.
- This camp can only be placed once every 30 minutes.
- All Squad Leader abilities and Passive bonuses are 50% more effective when the Squad Leader is in the Command Post
- "Field Presence" +32m radius. Party Members must be within this range to gain Squad Leader Bonuses.
- Party Members in range gain +5 to General Ranged Aiming and +1 to Alertness
- Party Members in range gain +10 to Group Terrain Negotiation
- Ability - "At Ease" - Party Members in range will regenerate HAM 10% faster when this ability is used. This lasts until a character is fully healed. This ability cannot be used in combat and is cancelled when a character takes damage.
Mobility
- Mobility 1
- Ability - "Group Waypoint" - All party members receive a bright red waypoint arrow on their compass/screen. A Squad Leader can only use one Group Waypoint at a time.
- Party Members in range gain +10 to Group Terrain Negotiation
- Mobility 2
- Ability - "Retreat!" - Each Party Member in range gain a one time buff that allows them to use Burst Run for twice as long at the normal cost.
- Party Members in range gain +10 to Group Terrain Negotiation
- Mobility 3
- Party Members in range gain +10 to Group Terrain Negotiation
- Mobility 4
- Certification - "Personnel Transport" - This new vehicle, crafted by Master Artisan, can hold up to 20 Party Members. It has enough HAM and defense to take a decent beating while transporting troops to the scene of battle, and moves at about the same speed of a X34 Landspeeder.
- Party Members in range gain +10 to Group Terrain Negotiation
Tactics
- Tactics 1
- Ability - "Mark Target" - Designate a target as top priority in combat. All party will see a symbol over the designated target.
- Party Members in range gain +5 to General Ranged Aiming
- Tactics 2
- Ability - "Steady Aim" - The next attack of all party members in range is at +10 accuracy
- Party Members in range gain +5 to General Ranged Aiming
- Tactics 3
- Ability - "Volley Fire [Health/Action/Mind]" - An ability that overrides the parties current combat queue. The party immediately fires, in sync, at the "Marked Target." The Squad Leader can designate which HAM bar the party targets. This ability has a refresh time of 10 minutes.
- Party Members in range gain +5 to General Ranged Aiming
- Tactics 4
- Party Members in range gain +5 to General Ranged Aiming (+25 to General Ranged Aiming total)
Strategy
- Strategy 1
- Ability - "Be on your Guard" - A buff that adds +10% to Alertness and gives +10% to Melee and Ranged Defense to all party members in range. This ability lasts until a character is attacked, or initiates combat. It cannot be used while in Combat.
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense
- Strategy 2
- Ability - "Form Up!"
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense
- Strategy 3
- Ability - "Stand your ground!" - This buff increases the party's Dodge, Block, and Counterattack mods, as well as increasing the party's Point Blank efficiency. The duration of the buff is 30 seconds. This ability can be used every 5 minutes.
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense
- Strategy 4
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense (+5 to Alertness total)
Leadership
- Leadership 1
- +8m to Field Presence radius
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy
- "At Ease" +10% HAM regeneration
- Leadership 2
- +8m to Field Presence radius
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy
- "At Ease" +10% HAM regeneration
- Faction Pets +1.
- Normal Rank requirements apply.
- Non-Faction Pets count towards the number of summonable Faction Pets. However, Non-Faction Pets are still held by their own "active" restrictions.
- No more Faction Pets can be called if a player has an active AT-ST.
- Leadership 3
- +8m to Field Presence radius
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy
- "At Ease" +10% HAM regeneration
- Leadership 4
- +8m to Field Presence radius (64m radius total)
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy (+50 Accuracy total)
- "At Ease" +10% HAM regeneration (+50% regeneration total)
- Faction Pets +1. (3 active Faction Pet total)
- Normal Rank requirements apply.
- Non-Faction Pets count towards the number of summonable Faction Pets. However, Non-Faction Pets are still held by their own "active" restrictions.
- No more Faction Pets can be called if a player has an active AT-ST.
- A player with 3 active Faction Pets cannot call any more pets.
Master Squad Leader
- "Volley Fire" -1 minute refresh time (5 minute refresh time total)
- "Stand your ground!" +30 second refresh time (3 minute duration total)
- Party Members in range gain +10 to Group Terrain Negotiation (+60 to Group Terrain Negotiation total)
- Party Members inrange gain +10 to Melee Defense, and +10 to Ranged Defense (+30 to Melee and Ranged Defense total)
- A Master Squad Leader can act as a Covert Faction Scanner. This ability is only active when Overt and while in a Command Post.
- A Master Squad Leader can grant Overt status to a Covert Party Member. This is preceded by a 30 second TEF. This ability is only available while Overt and while in a Command Post. This can only be used on one person at at time.
- Certification - Special Faction Unit - This is a Faction pet that is able to be purchased ONLY by a Master Squad Leader. The Squad Leader must be a Colonel to purchase this Faction Pet. Special Faction Units count as two active Faction Pets.
- Imperial - Royal Imperial Stormtrooper - Deals Blast Damage and has a To-Hit Bonus vs. Turrets
- Rebel - Saboteur - A Bothan with the ability to confuse an enemyturret into "friendly fire" for a short period of time.
Yeraze wrote:
Take away the faction pets, and add in Shuttle Dropzone/Extraction and I'm all for it.
BAAAHH!!!??? What is it with you people and no Faction Pets!?! I didn't add ANYTHING that would be unbalancing! Anything that would make SL a "CH Clone!?!"
I just made them a little perk, that's all - you know, to make everyone happy... ![]()
It's like battling religious fervor. I swear.
Tharro wrote:
I even would suggest put that command post to master SL, and have to say also take away the faction pets +1. What about neutral SLs? But let the bonuses reflect to grouped faction pets alsoif you are with a group of overt and their faction pets.
For the rest nice workout.
Thanx for the last bit, always love a vote of confidence. ![]()
But what is it you all have against minor Faction Pet bonuses for the one class that truely deserves them!?!
Is every Squad Leader that uses even one Faction Pet doing something wrong to all of you?
Or am I just missing something deeper than the whole simple dislike of the idea of Faction Pet bonuses?
Id also like to have seen the faction pets dropped. Leave it for GCW.
Beyond that, it seems like a tad bit much. But thats just me.
You have put up a realy good proposal, but I think that everyone knows already that we have 2 camps about those faction pets. I agree that the bonuses we give should also effect faction pets grouped with us even creatures that are grouped up. Some skills so this already, but not all effect them.
I have nothing against someone running around with a faction pet, but more than one should not depend on the level of squad leader. It should depend on the rank you have with that faction. And you still get more out of it as SL if you reach colonel and can call more faction pets and group them up. Those faction pets are better than an other colonel that can group up as many faction pets as you can. But yours get the bonuses of the SL and the ones of the other colonel don't.
I don't have to tell you to wich camp I belong ![]()
Wolfwood,I know you put a lot of work into this...
But, in my time working with SWGX, we found out that creating our own versions of Skill trees was not a very effective brainstorm process. It is better to leave things open and subject to change. Of course we were making skill trees for new professions, but I think it still applys to this.
I know its very frustrating... but you are on one side of our own little GCW. There are the Extra NPC SLs and the Veteran SLs. Honestly a compromise is the best solution for this... though I do not think your solution is it. Keep working and keep brainstorming, becauseyours is a revamp that not ALL of us want.
WolfwoodCross wrote:
This is what I have come up with since I started on this whoe "Revamp SL" kick. It's definitely a bit different from my original thread, though some things do remain. Mainly I focused on keeping SL People oriented, moved some things around, and added minor Factin Pet bonuses. Tell me what you think.
Novice Squad Leader
- System Message to Group
- Schematic - Command Post
- Offers all of the amenities of a Basic Camp Kit
- Allparty members can, upon Clone Request Activation, can request to clone at the Command Post instead. Cloning in this way will not generate wounds.
- This camp can be destroyed by other players. Combat willNOT automatically disband the camp.
- This camp can only be placed once every 30 minutes.
- All Squad Leader abilities and Passive bonuses are 50% more effective when the Squad Leader is in the Command Post
- "Field Presence" +32m radius. Party Members must be within this range to gain Squad Leader Bonuses.
- Party Members in range gain +5 to General Ranged Aiming and +1 to Alertness
- Party Members in range gain +10 to Group Terrain Negotiation
- Ability - "At Ease" - Party Members in range will regenerate HAM 10% faster when this ability is used. This lasts until a character is fully healed. This ability cannot be used in combat and is cancelled when a character takes damage.
Mobility
- Mobility 1
- Ability - "Group Waypoint" - All party members receive a bright red waypoint arrow on their compass/screen. A Squad Leader can only use one Group Waypoint at a time.
- Party Members in range gain +10 to Group Terrain Negotiation
- Mobility 2
- Ability - "Retreat!" - Each Party Member in range gain a one time buff that allows them to use Burst Run for twice as long at the normal cost.
- Party Members in range gain +10 to Group Terrain Negotiation
- Mobility 3
- Party Members in range gain +10 to Group Terrain Negotiation
- Mobility 4
- Certification - "Personnel Transport" - This new vehicle, crafted by Master Artisan, can hold up to 20 Party Members. It has enough HAM and defense to take a decent beating while transporting troops to the scene of battle, and moves at about the same speed of a X34 Landspeeder.
- Party Members in range gain +10 to Group Terrain Negotiation
Tactics
- Tactics 1
- Ability - "Mark Target" - Designate a target as top priority in combat. All party will see a symbol over the designated target.
- Party Members in range gain +5 to General Ranged Aiming
- Tactics 2
- Ability - "Steady Aim" - The next attack of all party members in range is at +10 accuracy
- Party Members in range gain +5 to General Ranged Aiming
- Tactics 3
- Ability - "Volley Fire [Health/Action/Mind]" - An ability that overrides the parties current combat queue. The party immediately fires, in sync, at the "Marked Target." The Squad Leader can designate which HAM bar the party targets. This ability has a refresh time of 10 minutes.
- Party Members in range gain +5 to General Ranged Aiming
- Tactics 4
- Party Members in range gain +5 to General Ranged Aiming (+25 to General Ranged Aiming total)
Strategy
- Strategy 1
- Ability - "Be on your Guard" - A buff that adds +10% to Alertness and gives +10% to Melee and Ranged Defense to all party members in range. This ability lasts until a character is attacked, or initiates combat. It cannot be used while in Combat.
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense
- Strategy 2
- Ability - "Form Up!"
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense
- Strategy 3
- Ability - "Stand your ground!" - This buff increases the party's Dodge, Block, and Counterattack mods, as well as increasing the party's Point Blank efficiency. The duration of the buff is 30 seconds. This ability can be used every 5 minutes.
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense
- Strategy 4
- Party Members in range gain +1 to Alertness, +5 to Melee Defense, and +5 to Ranged Defense (+5 to Alertness total)
Leadership
- Leadership 1
- +8m to Field Presence radius
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy
- "At Ease" +10% HAM regeneration
- Leadership 2
- +8m to Field Presence radius
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy
- "At Ease" +10% HAM regeneration
- Faction Pets +1.
- Normal Rank requirements apply.
- Non-Faction Pets count towards the number of summonable Faction Pets. However, Non-Faction Pets are still held by their own "active" restrictions.
- No more Faction Pets can be called if a player has an active AT-ST.
- Leadership 3
- +8m to Field Presence radius
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy
- "At Ease" +10% HAM regeneration
- Leadership 4
- +8m to Field Presence radius (64m radius total)
- "Volley Fire" -1 minute refresh time
- "Stand your groud!" +30 second duration
- "Steady Aim" +10 Accuracy (+50 Accuracy total)
- "At Ease" +10% HAM regeneration (+50% regeneration total)
- Faction Pets +1. (3 active Faction Pet total)
- Normal Rank requirements apply.
- Non-Faction Pets count towards the number of summonable Faction Pets. However, Non-Faction Pets are still held by their own "active" restrictions.
- No more Faction Pets can be called if a player has an active AT-ST.
- A player with 3 active Faction Pets cannot call any more pets.
Master Squad Leader
- "Volley Fire" -1 minute refresh time (5 minute refresh time total)
- "Stand your ground!" +30 second refresh time (3 minute duration total)
- Party Members in range gain +10 to Group Terrain Negotiation (+60 to Group Terrain Negotiation total)
- Party Members inrange gain +10 to Melee Defense, and +10 to Ranged Defense (+30 to Melee and Ranged Defense total)
- A Master Squad Leader can act as a Covert Faction Scanner. This ability is only active when Overt and while in a Command Post.
- A Master Squad Leader can grant Overt status to a Covert Party Member. This is preceded by a 30 second TEF. This ability is only available while Overt and while in a Command Post. This can only be used on one person at at time.
- Certification - Special Faction Unit - This is a Faction pet that is able to be purchased ONLY by a Master Squad Leader. The Squad Leader must be a Colonel to purchase this Faction Pet. Special Faction Units count as two active Faction Pets.
- Imperial - Royal Imperial Stormtrooper - Deals Blast Damage and has a To-Hit Bonus vs. Turrets
- Rebel - Saboteur - A Bothan with the ability to confuse an enemyturret into "friendly fire" for a short period of time.
I am missing dropoff and extraction. I am missing a strategic overhead map to plan your actual combat movements.
Also, you request the power of a CH in pets, with commititing to less skillpoint expenditures and at the same time, adding additional benefts tot he handling tree.
Sorry, but that will not happen. The devs simply would not agree to this.
Dogg
InquisitorPayne wrote:
I am missing dropoff and extraction. I am missing a strategic overhead map to plan your actual combat movements.
Also, you request the power of a CH in pets, with commititing to less skillpoint expenditures and at the same time, adding additional benefts tot he handling tree.
Sorry, but that will not happen. The devs simply would not agree to this.
Jesus you people are so hard to please...
Look, Squad Leader is the only profession that truely deserves Faction Pet bonuses. I am not talking about making it a CH clone. I am talking about a nice little perk that makes them unique in SWG.
Normal Rank rules would apply. Special Units available only to Colonel Master Squad Leaders. An addendum that nothing can be summoned if a player has an active AT-ST. There is more to risk by using Faction Pets (meaning they "die") and if you lose them you LOSE them.
If we allow EVERY high ranking player multiple faction pets, I will bet any amount of creds that the OG Squad Leader community will be up in arms about how that should be reserved for them only.
I don't think a Squad Leader has any natural reason to control more people. It makes alot more sense that someone who's done enough for their cause to attain the rank of Major or Colonel can control more than a Sergeant, not through any innate ability but from trust from their superiors that they know what they're doing.
I have no problem with us having abilities to boost NPC's, like +accuracy or +defense, but extra numbers I'm against. Not only would it imbalance us (or cause a nerf-like rebalance), but it's a faction-only ability that locks out neutrals. The dev's are probably going to oppose anything that ties a prof to a faction, as it locks out non-PvP'ing players.
WolfwoodCross wrote:
InquisitorPayne wrote:
I am missing dropoff and extraction. I am missing a strategic overhead map to plan your actual combat movements.
Also, you request the power of a CH in pets, with commititing to less skillpoint expenditures and at the same time, adding additional benefts tot he handling tree.
Sorry, but that will not happen. The devs simply would not agree to this.
Jesus you people are so hard to please...
Look, Squad Leader is the only profession that truely deserves Faction Pet bonuses. I am not talking about making it a CH clone. I am talking about a nice little perk that makes them unique in SWG.
Normal Rank rules would apply. Special Units available only to Colonel Master Squad Leaders. An addendum that nothing can be summoned if a player has an active AT-ST. There is more to risk by using Faction Pets (meaning they "die") and if you lose them you LOSE them.
If we allow EVERY high ranking player multiple faction pets, I will bet any amount of creds that the OG Squad Leader community will be up in arms about how that should be reserved for them only.
Faction Pets should be tied to Rank and rank alone.
In fact the majority of Squad Leaders is for this option. You will not see one of the Squad Leader tell you otherwise (except those who want it only for themselves and they do not count, since they are either not even SLs or new SLs)
And i am not against your idea, i am just realistic. The developers would not agree to that proposal. They would try to balance it out. Meaning they would either remove the pet-handling ability (good choice, btw) or they would remove Group handling abilities (bad choice, big no no).
See me as the devil's advocate. If they allow for all of it:
- Active group buffing
- passive group buffing
- active state heals
- passive state defenses
- coordination abilities (setting waypoints, managing movement)
- Strategic abilities (working on an overhead map, assigning groups, waypoints and missions, calling targets, focussing fire, designation duties, artillery strikes...)
- Extraction/Dropoff abilities (shuttling in our out of a zone)
- Fortifications
- NPC handling (control over multiple NPCs)
- SL specific weaponry (field artillery, SAW, other multi.crewed weaponry...)
Then i am all for it. The more the merrier.
But i see no chance of that happening. We will have to scrape some of these ideas. And from all these ideas the NPC handling is the easiest to discard. It gives no real advantage. It does not help you on the field and except for roleplaying purposes it is pretty much useless.
Plus it should be tied to your rank and not your profession. Why should a Corporal be able to command more trrrops than a colonel?
Personally, for me the most important aspects are:
I can live without the rest.
But that is just my opinion and i am not the one to decide.
Dogg