Squad Leader Archive
Thread: What is Squad Leader
Well, I´ve never been in the military and I think I dont know much about it, but in my opinion, a SL should be a wilful soldier, who can make his/her body obey his/her mind in some near-to-dead situations. A SL should be able to strengh up his soldiers` mind and cure state effects: "Stop crying like a baby and kill those $#$!&ing like-kreetle mobs!". SL should be also a experimented soldier who don´t fear nothin or no-one, and can transfer his/her courage to his/her soldiers. I´ve though about some passive mind buffs and some bonus to the Leadershiptree. Also I`ve though about a formation system to strategy tree
Leadership and Strategy trees revmap:
Novice Squad Leader: group General Defense +10(i will explain what´s this later) Ability:/sysgroup Ability: Normal formation: this formation divide the group general defese, 50% to Ranged and 50% to melee. (so at novice SL everyone in the group will get +5 ranged and melee defense)
Leadership I: Group mind +50, Defense against intimidation and stunt +5, ability: /form up, ability: /shakegroginess: This would stop groginess on ressed players
Leadership II: Group mind +50, Defense against KD and dizzy +5 Faction pets: +1.
Leadership III Group mind +50, Defense against intimidation and stunt +10 ability: /stopdizzy: This would make the SL stop dizzy (if he was dizzy)."He/shemakes his/her body obey his/her mind", in other words, he can still dizzy, but he act like he is not.
Leadership IV: Group mind +50, defense against KD and dizzy +10
Formations system: I´ve though about a fictitious formation system, in which soldiers dont need to be in the propper position for the formation to work: they just get the bonusses. In strategy tree, SL should get a General group defense(GgD), which can be added to melee or ranged denfese when the situation requires it, neverexceeding the GgD bonus. Order a formation will have a HAM cost (not to high please :s)Here are some formations i´ve though:
-Normal formation: divides the GgD 50% among Ranged and Melee defense, default sl formation.
-Close formation: All the GgD go to melee defense: You know when you are so close to your partner, a tka may kick your face, but in about 0.5 seconds will get all the group hitting him. Also a partner may cover that kick.
-Open formation: all the GgD go to ranged denfese. When you see a couple of soldiers running like cows, one close to each other, just shoot to the group and you´ll probably hit 1, but when they are separated, you need to aim to someone, not just shooting pointblank
.
-Separated formation: This is perfect agains CMs: would make the area poison ormind diseaseonly affects to2 group members (i mean if there are more than 2 inside the range of the poison). Also CMs area stims will only affect to 2 group members only
I need more formations but i cant think bout more.
Strategy I: Group General defense +10 ability: /settarget: This wont make the group members shoot the target you want, but will make it more "visible": Like colored yellow or with somethin over its head.
Strategy II: Group general defense +10. /closeformation /openformation
Strategy III: Group general defense +10. /??????: I dont know how to name this ability, It would give a temporary bonus to dodge for the entire group.You know, when you need time for the reinforcements to arrive, better keep your soldiers alive.
Strategy IV: Group general defense +10. and 2 new formations (or some ability which gives attack bonus).
Master Squad Leader: Group general defense +20 Group mind +100 Defense against KD, dizzy, stunt and intimidation +10. ability: /wakeup. Wakes up an incap player with a 30 seconds groginess (this is perfect for mind incap). /separateformation. (MSL may get this bonnusses only for this 2 trees, would get more bonusses and ability for Mobility and Tactics)
Well, thats all I´ve been thinking about for SL. Hope it helps and hope the devs read all the ideas we are posting in this forum. I getting dessesperated with this proffession cause i love beeing a SLand is frustrant see how its broken up. Sorry about my english, I`m spanish, and sorry aboutnot beeingconcise:can´t be concise with a full revmap
.See u around
Remember that the Shuttle idea has been talked about and that in the Statagy Guide it is listed as a Faction Perk. So unless you own a shuttle to come pick you up, one is not going to show up. When this is actually (or if) put into the game is up in the air.
I also agree with the comment made that there should be draw backs to our skills so that they are not over powered. Time limits, negative mods, only works in certain situations, ect, are all important. It shows that we are not trying to create this super class that turns your average scum to Gods.
I would still like to see some more ideas about giving the SL a personal boost when not in a group, but that still help when in a group. I don't know about you, but I still get most critters going agro on me first in a combat even if I am not the first person to fire on it. I personally would like a increase in HAM, but hey, I would even take our passives working for us 24/7 and being the only one that can stack with another Profession's defences.
Posted this before, and I dont want to write it up again, so here it is shorter.
Give SL's in a group of 10+ the ability to call in NPC reinforcements if nessesary. Rebels get Spec ops (more people the higher rank), Imperials ST's (and an AT-ST if 15+ players), and Neuturals get the factional defenders of the planet (I.E. RSF for Naboo, CorSec for Corellia, and mabye just thugs for hire [or mercs] on planets w/o any)
Here is something to ponder...
How can the abilities (Passive or active) of a SL help a animal?
RL counterparts, military K9 units, the dogs don't follow the SL's orders, just the commands given by their handler. Animals are also far more limited than a human soldier in training and carring out orders. Thus the limited military role of animals in the military.
So, the point being, animals in SWG that are controled by CHs should not get any bonuses from SLs. I would even go so far as to say that because of this, SLs shouldn't get SL experiance from CH critters, mounts, droids or whatever.
Here is something I posted on a different thread but felt I should put a copy on here as well....
BlkTom wrote:
Here is something to ponder...
How can the abilities (Passive or active) of a SL help a animal?
RL counterparts, military K9 units, the dogs don't follow the SL's orders, just the commands given by their handler. Animals are also far more limited than a human soldier in training and carring out orders. Thus the limited military role of animals in the military.
So, the point being, animals in SWG that are controled by CHs should not get any bonuses from SLs. I would even go so far as to say that because of this, SLs shouldn't get SL experiance from CH critters, mounts, droids or whatever.
How about the ability to plot group waypoints that show up automatically for all in the group
/groupwaypoint -9999 9999 Label Rendezvous
/groupwaypoint -8888 8888 Label Target
/groupwaypoint -7777 7777 Label Exit
So three WP show up for everybody showing the raid/hunt start place where people should be headed(if they get separted and where your safe place to retreat two. And if we could select the waypoints from an overhead structure placement map similar to what happens when you drop a harvetser except further up thus covering more area, that would be sweet.
yurii, several posts earlier, suggested Radar jamming as a possibility. It isn't. There was a post by TH about it, basically ruling it out for a number of reasons, among them the difficulty of coding it due to the way the radar works, and the "packet sniffer" tricks that could just reveal it anyway.
I know this 'cos the same thing was suggested for Smuggler (slicing being used to "jam" the radar), and we got told it wasn't possible.
On a more positive note:
From the point of view of an outsider, it would be good to see bonuses for more alternate professions being granted by being led by an SL. In a well co-ordinated team, wouldn't a medic be able to heal slightly better knowing that they didn't have to worry about nearby enemies?
Perhaps it would be good if you got a "rolling" bonus, where as you went on working without anyone dying the team would gain larger bonuses? (obviously capped by a SL level) I know I'd feel better in a combat situation led by someone who had shown they were capable. Someone getting killed gives a hefty knock to the "rolling" bonus (Morale level?) of the team, and the level gradually leaks away if you stop fighting...
Anyhow, If i get another account, maybe I'll be back and say hi, hope you don't mind me briefly crashing your forum
Message Edited by Nadiel26 on 03-13-2004 04:59 AM