Squad Leader Archive

Thread: What is Squad Leader

Lotherd
Sat Mar 06, 2004 12:18 am
#14

I was in the Army for six years (got out in 2002) and I spent a year as a Sergeant E-5. Normally that's just a team leader superviser position, but sometimes I was acting squad leader (a lot of times actually).


I think one of the most important functions of a leader is to teach and train subordinates to eventually take your position. For example, team leaders teach their subordinates basic leadership skills so that when the team leader is ready to move on, so are his subordinates and so on up the chain of command.


Maybe squad leaders should get a bonus toapprentice points for every squad leader skill trained...or something of that nature. Its not a skill persay, but a perk of training your soldiers properly.
heneje
Sat Mar 06, 2004 6:08 am
#15

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





Hen Ejete (Radiant)
Master Squad Leader Master Pistoleer Novice Medic
Master training dummy
MailekEOC
Sat Mar 06, 2004 3:59 pm
#16

How about this idea, it would be a SL only faction perk with the GCW. You and your squad raid a base, unfortunately though, you are outnumbered so you fall back. Things start to get overwhelming so you issue, /evac, this puts a sys command message to all your squad members, One minute until shuttle arrives!!. Then a shuttle will drop done, taking you and the survivors toa safe destination. It should cost between 500-1000 FP and you have to be a certain rank or higher in order to use it, or leave it just as a Master Squad Leader skill.



Agent: PHANTOM

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


ColForbin13thIr
Mon Mar 08, 2004 10:18 pm
#17

For some reason i feel like Squad leaders should get to use mortars. That would be fun, but maybe not at 64m.
BlkTom
Tue Mar 09, 2004 6:32 am
#18

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.





Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
DanteCalvert
Tue Mar 09, 2004 7:17 pm
#19

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)





Colonel Oriellien Calvert
Agent of the Empire
!The Second Longest Lasting Master Squad Leader On Naritus!
BlkTom
Thu Mar 11, 2004 5:31 am
#20

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.






Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
BlkTom
Thu Mar 11, 2004 6:14 am
#21

Here is something I posted on a different thread but felt I should put a copy on here as well....




Oxomo wrote:

AMSL thatis getting a little worn out from not having anycombat, and getting my arse handed to me in PvP, even though i am a master of a "hybrid" profession


This is so true, we are a 'hybrid' profession and yet it feels like a Master Marksman (no disrespect to DiLune) gets more respect in PvP. Last night I played with a friend of mine and as I was letting him pound away on a critter lair with a axe while I just stood back and watched. When a critter spawned, did it attack the guy attacking it's lair? Noooooo, it attacked me, even though I wasn't attacking anything.


If we are gonna be the first target of critters and NPC mobs, then make us tougher. Give us a HAM increase, give us something to survive PvP. Make us the bad ass Drill Instructors from Full Metal Jacket/Officer and a Gentleman/Hamburger Hill who can beat some respect into you. I want to be one of the toughest SOBs in the game. Heck give us the Dirty Infighting, dump the Scout and have us go Brawler and unarmed just like everyone else. When I get set on fire, I want to turn to that Commando and say, "I LOVE the smell of napalm in the morning!". When I get shot by that LLC I want to say, "Is thatALL you got?" When that Smuggler tries to hit me with a dirty low blow, I want to take it with a grin and kick him (or her) so hard in the crotch their daddy feels it and say, "That is how it is done, BOY!".


I want to have people second guess themselves when going into a fight with a SL instead of thinking this is easy as pie. I want to be able to take a bunch of pansy 8k HAM Storm Troopers and make them feared. I want to be able to make that BH or that Commando as hard as nails because I would kick their roody poo candy asses otherwise.


I want SL to be respected.



Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
DiLune
Thu Mar 11, 2004 9:45 am
#22






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.









I know the reasoning seems sound, but there are only 20 group slots and if a CH pulls out three pets and invites them into your group you lost 3 xp slots and had no chance to do anything about it (short of booting the CH and his pets) besides the fact having the pets on the group list is a good thing for Medics keeping them alive. Consider each group slot as potential xp. Anything that goes in that group slot needs to contribute to a SL's xp.
Blackferne
Thu Mar 11, 2004 12:12 pm
#23

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.






Jounville Blackferne
"No one plays SWG to be Uncle Owen" -Dallas Dickenson


Jez3an
Fri Mar 12, 2004 11:12 pm
#24

Hi, I was just passing thru your forum (thinking of buying a second account and playing an SL), and saw this thread.

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



Sherina Elderwood, Bria.
Vendor -4211 6371 Next to Tusken Fort (THC Mall) Near Mos Vegas and Tusken Vale

Master Weaponsmith, 11pt
Master Artisan
Master Buisnessman
Nadiel26
Sat Mar 13, 2004 5:49 am
#25


what about digging in for extra defenses likesetting up a small fox hole or bunker which can be crafted. it would help in base defenses since turrets aren't worth crap. also maybe some group defensive acuity to give a small boost to secondary defense mods (dodge, counterattack,block)

Message Edited by Nadiel26 on 03-13-2004 04:59 AM




Nadiel
Loot Vendor Located in the Back Room of the Shadowstone Mall, Dantooine @ -1569 -5640
Shadow Knights
nadifa
Tue Mar 16, 2004 7:29 am
#26

just my 2 cents but how bout the ability to call in artillery or air strikes at master for a high faction point cost?
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