Squad Leader Archive

Thread: A Few General Tidbits

CaptainVemnox
Wed Jul 23, 2003 10:38 am
#14

Thanks for the thoughts so far. Let me clarify what I mean for /slash commands:


When I type, for example, /group autosplit on ... should there be a leader, group, or no confirmation message whatsoever to show this?


Speaking of which, does anyone notice Autoloot, autosplit, etc. don't work 99% of the time?




::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
Shuyunh
Wed Jul 23, 2003 11:50 am
#15

I would like to expand on what others have already mentioned regarding SL experience.


I believe anyone who iswilling and ableshould be allowedto be a successful squad leader, regardless of theirbase class dammage output. For example, medic's could be great squad leaders if the system allowed them to be. Most groups need at least one healer, so they could fill that roleas a basis for a good group. In EQ some of the best group/raid leaders were healers. Yet in SWG,a healer would find it very difficult if not impossible to progress up the experience tree.


In terms of roleplay, most of the topleaders are/were great motivators and organizors. Few were also great warriors and most of those were in ancient times. The main criteria for a successful squad leader should be their ability to assemble a team and fullfill a mission. It should not be based on dammage per second. They should gain experience as a function of the groups overall success.



Duncaen Starstriker


Starsider




Duncaen Starstriker
Zabrak TKA/SL
"I'd rather get killed then Puppeteered!"
CaptainVemnox
Wed Jul 23, 2003 12:39 pm
#16

Hi everyone, just wanted to touch base before I hit the sack for the night. There's a few things that I was thinking about and noticing while playing (many of which has already been pointed out on the boards) and I wanted to get everyone's opinions on some things...


1) Squad leader's combat damage reflecting how much squad leadership xp is given. How do you feel about this? Is the XP reward substantial enough for you?


2) Do you think there should be distinct group /slash command confirmation messages?


3) Do you find the /group info command hard to understand at all? Do you have any ideas for changes to it, or additions?


4) Right clicking a name in the group and clicking Kick disbands the entire group. I've tested this several times. Anyone else experiencing this?


5) Novice Squad leader grants no group-wide abilities and merely the /sysgroup command. Would it be logical to give groups a reason to group a novice squad leader and make him the leader if he can't do any group commands? Should something be moved here? Should a lesser version of something be put here? Or something entirely new?


6) Does group chat seem to bug out and stop working after a while?


Please don't take this thread further than to discuss the questions at hand. I know everyone has tons of ideas, complaints, rants, etc. etc. and we'll get to 'em, but I just wanted to throw some stuff on the table to see where we stand on those 6 particular things. We'll take everything one piece at a time and develop together a positive consensus list. Private message me with anything! My door is always open!


Thanks guys have a good day today (by the time you wake up!)


Void




::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
SYNthSRI
Wed Jul 23, 2003 1:32 pm
#17

How about adding a Squad Leader mission to fulfill some of the Squad Leader XP?



'StarScream' - Master Pistoleer/Master Creature Handler/Entertainer
--talk about cookie cut class pre-nerf ;-)

aRCie - Novice Weaponsmith/Novice Smuggler
--soon to be master junkie with tons of guns, mmm!
CaptainVemnox
Wed Jul 23, 2003 2:00 pm
#18

What do you all think about a bonus granted based on the variety of classes in the group? Although no one has a "set" class, so I doubt that could work.



::: Void Vem :::
::: Gorath Galaxy :::
- Canceled -
ShufIrathe
Wed Jul 23, 2003 3:47 pm
#19

Not a squad leader, not gonna be a squad leader, but my two cents from the perspective of a squad follower who would want to group with a squad leader:


1) Squad leaders should getter bigger group defensive bonus's. This can be a measure of the SLs tactical abilities. This should kick in at novice


2) The Mobility tree looks pretty cool, but the perks should be greater and there should be more of them. There should be camoflage bonus's for take cover, etc.


3) Squad leader commands should be instants instead of interupts. If my combat queue is full and the leader calls for volley fire, my queue should not blank and I should be able to comply with the command immediately, not wait 6 secs or so. And then go back to my regularly scheduled programming vs my old target if it's still up.


Palitrine
Thu Jul 24, 2003 6:08 pm
#20

1) Squad leader's combat damage reflecting how much squad leadership xp is given. How do you feel about this? Is the XP reward substantial enough for you?

I don't think it should be based on the leaders combat damage period. This promotes the leader to all out zerg, and not use his squad leader abilities during which would take up 1 combat round and thus lower his combat xp.



4) Right clicking a name in the group and clicking Kick disbands the entire group. I've tested this several times. Anyone else experiencing this?

Yep, never had it actually kick, always disbands. Only working way to kick someone that i know if is clicking their actual avater (which requires them to be on screen)


5) Novice Squad leader grants no group-wide abilities and merely the /sysgroup command. Would it be logical to give groups a reason to group a novice squad leader and make him the leader if he can't do any group commands? Should something be moved here? Should a lesser version of something be put here? Or something entirely new?

Something new, the skill boxes are already baren enough, they dont need anything moved from them. Stuff needs to be added.

6) Does group chat seem to bug out and stop working after a while?

Happens normally when people leave/join the group, upcoming patch notes mention a fix to this.



---------
Trent - Master Squad Leader, Master Teras Kasi Artist
DiLune
Sat Sep 13, 2003 10:46 am
#21

As I mentioned somewhere else I believe, Autosplit and Autoloot worked for 10 minutes this weekend. It had been roughly a week since I last saw it working. and since Beta before that. Worse, there are often moments when, like beta, the group does not get a split reward when it completes a destroy mission. Instead the reward is lost, forcing destroy mission owners to ungroup to finish the mission. Very irritating. Very Beta. I hate it when the code seems to digress to this point from time to time.

Page 2 of 2