Squad Leader Archive

Thread: *Idea for Squad Leader Profession*

Imperial_Destroyer
Thu Feb 05, 2004 12:53 pm
#1

I think that an ability in keeping with the other abilities of Squad Leader should be a poison/disease resist ability.


This ability I think would create more demand for squad leaders in PVP and would be one way to offset the power ofCombat Medics without creating a nerf to the combat medics.


what do you guys think of this idea?




Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
NarCranor
Thu Feb 05, 2004 2:10 pm
#2

I suppose you could say hes given them training in nuetralizing chemical warfare by having them immunize themselves against it? granted that is a bit of a stretch, but when I was in the military, we were getting anthrax shots and had the injections of stuff for other various chemical warfare situations. I suppose you could say the associated training and immunization would make a SLs group less likely to be affected by chemical warfare.


Now Im the first one to say that hey, maybe there should just be something medics can make that everyone can use that gives you a degree of resistance to poisons, but this is the best justification possible.


For the record, im not a proponent of diesease resistance specifically.



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Imperial_Destroyer
Thu Feb 05, 2004 2:27 pm
#3






Thulium wrote:

When people have tossed out every idea they can think of, often "poison resist" comes up, but it hasn't been explored in depth. I like it, but help me out: What RL ability of Squad Leaders would justify this skill in our profession?






Real life skill?? Knowledge of how it works etc etc.. avoiding low lying areas where the gas may linger etc..


But thats not my point. This is a game, having a SL that can boost running skills, terrain negotiation, melee/ranged defense etc aren't exactly able to be explained concretely.



I'm more interested in the fact that this is a game and creating an ability in a class that would create some balance for the mass poison/disease wars that go on now. When you look at the types or skills/bonuses of the SL class as they exist, its just a further extension of their abilities for the in-game mechanics its not a nerf nor is it something that will see over abuse of (stacked defenses come to mind here). The fact of the matter is I know CM's that hit 100% of the time, this was a complaint about ranged attacks in the first place and how defenses seemed useless (hence now we have unhittable templates which doesn't make for much balance or fun either). What I'm asking for here is an ability in a rare support class to counteract an ability in what should be a somewhat rare support class and not a primary offensive class.



The exact numbers etc? As they keep changing everything its really hard to say, but I'd think a 30% chance of resist from the SL profession is not out of line and could easily be justified by saying knowledge/training gives them that.



Hey, just trying to help make the profession more attractive to people too







Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
TK933
Thu Feb 05, 2004 4:05 pm
#4

Thulium: Personally I think this should be the realm of the armor smiths. Star Wars has plenty of sealed sets of armor that isolate the wearer fromt he environment.


But, in a RL standpoint the Poison/Disease resistance that could be granted as an ability of the squad leader goes back to training and enforcement of standards. Deploying in Mision Oriented Protective Posture (MOPP) Ensuring that your soldiers can don their gas mask in 9 seconds, and making sure that they train to standard bystopping breathing and closing theireyes as soon as they see/hear achemical alarm (you would be suprised at how many soldiersdon't do that correctly, or maybe you wouldn't). Making sure their gear is properly fitted and seals to their face. Enforcing field hygene standards to help prevent diseases. How about the Squad Leaders duty to select the most expendable soldier to be the first person to unmask after an attack (after you have checked the area with the M256 chemical agent detector kit) And observe the soldier for 15 minutes for symptoms of chemical agent poisoning. Giving the mask signal (after donning your protective mask of course). Just a few real life examples of how a squad leader helps with Poison/Disease resistance, since you asked.


In SWG. Making sure your squad members switch over to internal air supplies at the start of a battle. Checking to make sure their suits filters are opperating correctly. Making sure their squad members check their armor after combat to be sure that any penetrations of the body glove are sealed up.
Thulium
Thu Feb 05, 2004 5:14 pm
#5

Great feedback--Thanks, TK933!


Playing off that and seeking new SL abilities...What if Squad Leaders had a new "Equipment Check Out" ability? This would allow us to make cooperatives with Tailors, Armorsmiths, and other crafters to buy items in lots and loan them to our squad? In this way, we could have uniforms and gear selected specific to the mission we are leading, and use MOPPs as you describe.



Imperial_Destroyer
Thu Feb 05, 2004 6:03 pm
#6






Thulium wrote:

Great feedback--Thanks, TK933!


Playing off that and seeking new SL abilities...What if Squad Leaders had a new "Equipment Check Out" ability? This would allow us to make cooperatives with Tailors, Armorsmiths, and other crafters to buy items in lots and loan them to our squad? In this way, we could have uniforms and gear selected specific to the mission we are leading, and use MOPPs as you describe.








Sounds complicated, not that I don't think in some ways its a great idea, but man I can see this not being easily done. More time consuming and irritating than as a real benefit, and one that will most likely be passed up. Maybe an armor buff type skill for 10 minutes I could see, but not something to pass out etc.







Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
Thulium
Thu Feb 05, 2004 10:25 pm
#7

Well, without knowing the internals of the game the feasibility of this idea is debatable. It might be fairly easy for them to include as part of our revamp, or it could be nearly impossible. I'll ask about it and find out.



Thulium
Fri Feb 06, 2004 1:57 am
#8

When people have tossed out every idea they can think of, often "poison resist" comes up, but it hasn't been explored in depth. I like it, but help me out: What RL ability of Squad Leaders would justify this skill in our profession?

JerynChoice
Fri Feb 06, 2004 6:00 pm
#9

So don't make it a passive..


Just as Musicians buff mental state and Doctors buff physical state,the Squad Leader couldbuff resistance(s) prior to setting out on a mission. Perhaps it takes some trivial combat medic created equipment to immunize against disease & counteract poisonsor maybe it's just a few minutes talk equivalent to training the squad how to avoid/minimize the effects of biological hazards. Make it similarly timed as the other buffs.


I can see some issue with invading on Chef food that may grant the same resistances. Negate this byeliminatingthe resistance if the person leaves the group or the SL is no longer leading.


galahad646
Fri Feb 06, 2004 6:43 pm
#10

"When people have tossed out every idea they can think of, often "poison resist" comes up, but it hasn't been explored in depth. I like it, but help me out: What RL ability of Squad Leaders would justify this skill in our profession?"


Having troops put on there gas masks would be a rl thing that would justify the skill. I actually like it. That way people get a slight chance to resist poison or disease.


Mael Starchaser


Airhawk Alliance, Bria



Mael Starchaser - Master WS/ Master AS/ Master Artisan
Knathrak - Jedi Padawan
Dystructa Starcrusher - MBH(All original. No respec here)/ Master Pistoleer

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I think a man does what he can until his destiny is revealed."
Imperial_Destroyer
Tue Feb 10, 2004 7:39 pm
#11

I don't think kits are a good means of doing this.


they'll just get factory produced and everyone will have them



If you want it active then make it a skill like rally. Don't make it kits, that's just a pia


I would prefer this to be a passive skill but even so, active or passive I do think its a skill that should be added.





Rebel
Obide's Supplies Master Weaponsmith Master Artisan
Vendors Cor De Naboo 7184, -5311
Making weapons for too long hehe.
IThe path to opening the slot was; unimaginitive, uncreative, ruinous to the game, and flat out lazy programming.
Seclus
Thu Feb 12, 2004 2:47 am
#12

gas masks hmm a great idea but i would not condem my squad to instant death by a snippercause iordered them toremove their composite helm and place on a gas mask to get a 30% or less resistance to a desies or posion. it would be far better to take the posion or disease and direct them to the doctor as posions and disease will take a few moments to set in.


it would be much better to be a stat modifier, or a command like rally then to risk the alterntive as using gas masks


just my take on this idea I have seen one sniper take out a group of pvp'er not wearing a helm and with the sniper shot he can make corpses reall quick...





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HEGEWIZARD
Thu Feb 12, 2004 3:09 am
#13

RL SL-------the use of weapons that other professions can use......



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