Squad Leader Archive
Thread: Unabridged Wish List
ONE:
Update Passives: All passives should be usable by the Squad Leader reguardless of the group status, weather in or out of a group, weather the group leader or not. If there is another Squal Leader as the leader it sould take the best of the 2 and not stack. The reason the Squad Leader should have access to these passives at all times is simple. "Do I morph into another person when I'm the Squad Leader?" The thing is, the abilitys are all ways there, what difference does it make weather im the group leader or not?
While I know these addtions are nothing special. And you can easily get better by following a true combat Template. This does several things, one makes the Prof better by enabling us to truly protect weaker/non-combat prof. Two, not good enough for the hard core combatants. This leaves the prof open to people that truely want a group experance. Three, the group as a whole will seem more rugged, while the passive aren't high, What if that Rifleman was able to Dodge?. Or how about that Pistoleer, what if he could have blocked that? Four, it will cause other group members to feel better, "I seem to dodge more, I like grouping with SL's", "I can hit more, when im with you, i don't know what it is, it just seems that way to me", "I didn't know I could counter attack, wow thats cool"
Novice: +2 Group Accuracy while moving, +5 Group Dodge, +10 Terrain Movement, +2 Group Alertness, +5 Group Defensive Acuity, +2 Group Def vs Intimidate, +5 Group Range Defence, +5 Group Counter Attack, +5 Group Genral Ranged Accuracy, +2 Group Combat Equilibrim, +5 Group Meele Defence, +5 Group Block
Mobility 1: +2 Group Accuracy while moving, +5 Group Dodge, +10 Terrain Movement
Mobility 2: +2 Group Accuracy while moving, +5 Group Dodge, +10 Terrain Movement
Mobility 3: +2 Group Accuracy while moving, +5 Group Dodge, +10 Terrain Movement
Mobility 4: +2 Group Accuracy while moving, +5 Group Dodge, +10 Terrain Movement
Strategy 1: +2 Group Alertness, +5 Group Defensive Acuity
Strategy 2: +2 Group Alertness, +5 Group Defensive Acuity
Strategy 3: +2 Group Alertness, +5 Group Defensive Acuity
Strategy 4: +2 Group Alertness, +5 Group Defensive Acuity
Tactics 1: +2 Group Def vs Intimidate, +5 Group Range Defence, +5 Group Counter Attack, +5 Group Genral Ranged Accuracy
Tactics 2: +2 Group Def vs Intimidate, +5 Group Range Defence, +5 Group Counter Attack, +5 Group Genral Ranged Accuracy
Tactics 3: +2 Group Def vs Intimidate, +5 Group Range Defence, +5 Group Counter Attack, +5 Group Genral Ranged Accuracy
Tactics 4: +2 Group Def vs Intimidate, +5 Group Range Defence, +5 Group Counter Attack, +5 Group Genral Ranged Accuracy
Leadership 1: +2 Group Combat Equilibrim, +5 Group Meele Defence, +5 Group Block
Leadership 2: +2 Group Combat Equilibrim, +5 Group Meele Defence, +5 Group Block
Leadership 3: +2 Group Combat Equilibrim, +5 Group Meele Defence, +5 Group Block
Leadership 4: +2 Group Combat Equilibrim, +5 Group Meele Defence, +5 Group Block
Master: +2 Group Accuracy while moving, +5 Group Dodge, +10 Terrain Movement, +2 Group Alertness, +5 Group Defensive Acuity, +2 Group Def vs Intimidate, +5 Group Range Defence, +5 Group Counter Attack, +5 Genral Ranged Accuracy, +2 Group Combat Equilibrim, +5 Group Meele Defence, +5 Group Block
TWO:
Useable skills: Lets face it, our current skill set is a joke, most of us don't even use them. Why?, because there so worthles. There are a few ways we can fix this. Add more skills or update the ones we have so there more functional. I put forth the following Ideas:
Novice:
/paint1 *selected target* Target should chagne in color( red, green, yellow, blue, etc) based on priority.
/sysgroup This command should be updated to allow for longer commands, should drop one of the names display only the 1st name or the last name. My name is "Nicodemus Blackfire" do to my name being so long i can only use about 3 words most of the time. but otherwise funtion as normal
Mobility 1: /engage, causes a 6 sec burst run, for everyone, but make it so you can only use it once per 5min to avoid abuse. This will help in getting Meele personal into range
Mobility 2: /retreat, move the skill over here, seems more apporate in a tree that deals with mobility. Also need to change the cost so that it uses % instead of a fixed amout. If they intended you to use your last breath to call a retreat, then allow us to do so. Say 70% + 1% per group member. As it is now, you have to sit on the side lines and watch, for 5min, then if things get harry you can use it other wise. you can never use it. Also need to cause argro on Squad Leader to help in the retreat making it even more of a sacrifice( may also help others to know that a retread has been called if all the mobs start going after the squad leader )
Mobility 3: /ForcedMarch *selected person* Cause everone to start following selected person via a pop-up window "your squad leader has order a march do you wish to follow x?" (also helps in setting someone as point, for when doing missions) Also anyone that is greater then 30m away recives a small speed boost to catch up with the point leader( weather they accepted the follow command or not, maybe some people just like driving :-) ). Also might add at a later date, the selected persons speed should be reduced to the slowest person in the group weather riding a mount or not.
Mobility 4: /Squadburstrun Allow for all members to burst run at the same time, and allow for water to not cancel the burst run
Strategy 1: /paint2 Paint an addtional target for demise, but have a different color then Novice skill
/steadyaim should be changed to last longer( maybe say 2 shots? ). And the Squad leader should be able to take advantage of the increaded accuracy as well
Strategy 2: /paint3 Paint an Addtional target for death, change color
/vollyfire should move down to here, reduce HAM cost, reduce failures, change random damage types to most apporpate, Rilfman hits mind, Carbineer hits Action, Pistoleer hits Health, etc. And increase damage to x2 so that it is some what usefull in smaller groups. Also include everyone that is not attacking with a meele weapon.
Strategy 3: /paint4 Paint an Addtional target for detruction, change color
/coverfire *selected player* This is same as vollyfire except, it targets agro'd mobs that are attacking the selected payer, and temperaly reduces the argo on the selected player ( good for medic's or low combat players to help get them out of trouble ), in addtion adds a 4sec burst run to the seleced player enabling him to get out of Naboo. Hopfully your medic will live for another day
Strategy 4: /paint5 Paint an Addtional target for deletion, change color
/Disruptionfire *blind*, *stund*, *knock down* This command would work like vollyfire but would cause state damage to the selected target. Disruption fire to confuse the bad guys.
Tactics 1: /rally works, it just fails to offten to be of any real value
Tactics 2: /TakeCover Double all of our applyed Group Defences, But reduce our accracy( keep it fair). This should last for 3-5 seconds long enough for the players to re-asses the battle field and determine the threat.
Tactics 3: /BattleCry use suppresion fire on the other group, and Intimidate the other group( cool PVP? )
Tactics 4: /SallyForth Double damage, 1 sec burst run( Must have mobility I), and reduced Meele/Ranged Def
Leadership 1: /formup very few people find this to be of any real vaule, and the reason it is, it is used in such limited places, in oder to incease the value of this skill it should include all state damage to include but not limited to Blind, Dizzy, Stun, Fire, and Intimidate
Leadership 2: /Secondwind This command should allow you to share pool points with all members of the group to include pets. And should be shared on all bars. But I don't think any player incaped should recive this buff. The pools should be based on percentages not on even numbers. If Player A has 50 health and a pool cap of 300, and Player B has a health of 400 and a cap of 600. Player A would have recive 1/3 of the pool points for a 150. And Player B would recive 2/3's of the pool points for 300. While this might no be the best solution. I think most people will agree even points is not the best solution.
Leadership 3: /boostmoral While I think this skill might have worked as intended before the combat medic recived the mind pool heal. After they recived that, this skill thus became broken. To Fix this skill you now need to include all wounds and BF. Then this skill would once again work as intended. I understand some people find this skill unusefull do to doctors, well you don't have to push the button. But I know, if I didn't have a doctor in my guild I would rarely see one in a group. Because I see so few doctors in combat. This skill would become more usefull, and would allow for us to simulate carrying the guy with the broken foot by placing a burding on all of us.
Leadership 4: /correctposture For all group members not currently moving and have not moved for the last 5 sec, suggest them to change to the correct posture for the range. Say a rilfman 50m out and no mob in meele range of him. Change his posture to prone. I understand that this command will need a great amout of work, but I would suggest try it then change it.
Master: /pointofnoreturn Burn 50% of all groupmembers HAM's. Double Damage, Double Squad Leader's Defensive Buffs, Last for 45sec. This is the kill or be killed last resort. One of us are going to die.
Passive, reduce battle fatiuge while in camp with an ent, the best camp( ranger ) would be 1/10 the rate as in a cantina. The worst camp(scout) would be 1/20 of the rate of a cantina
THREE
appointable positions in the squad. All those in the squad with an appointed title by the squad leader would recive bonuses for that appointment.
/pointman: Would share there radar with all group member, (must be a scout/ranger)
/medic: Would recive +10 meele and +10 range def( must be a medic type )
/guard: Would recive +100 health, +10 accracy (must be a brawler type )
/flanker: Would recive +10 speed movement and +10 Defensive Acuity, -5 meele defence (brawler type or pistoleer type)
/HeavyWeapons: Would recive +15 accracy, -5 meele defence( commando/bounty hunter )
/weaponsexpersts would recive less weapon condition damage for the group ( weapon smith)
/armorerexperts would recive less armor condition wear for the group( armorsmith)
I am sure there is one, that can be thought of for every professtion.
FOUR:
If you didn't read 1,2, and 3, Read them
FIVE:
Read FOUR
Things to fix
1. Reduce the failure rate of our commands to 15%, or zero.
2. Lower theHAM costs for using our commands by %75or make them based on group size
3. Fix /rally so you're not automatically assumed to be in combat (rez, harvest)
4. Up the passives to be more noticeable like 5 more points each box
5. Change bootmorale to spread damage, not wounds.
Things to add
A. Give us theability to see others waypoints and show others our waypoints
B. Give us the ability topaint a target for combat
http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=10426
thats pretty much mine also
1. Mobility tree replaced with a heavy weapon support tree. My thinking is we as leaders should be able to call in an air strike or artillery support. Where are the Tie Bombers?
2. Increase passives and make it more obvious to others what benefits they are receiving. Have it show up in the combat window. This will make our benefits more obvious and make us more desirable to group with.
3. Give us the ability to /aimfor and /painttarget.
4. /steadyaim should last for at least two shots on the second level. Fix boostmorale to average damage not wounds.
5. Bunkers, SL should be able to fortify existing camps with multiple levels, sandbags, pillbox etc. This will give us a reason to have survival. Make some of the componets SL craftable and others crafting by a architect. There are some extensive well thought out posts on this idea.
6. Ham costs vs. Failure Rates. The failure rates for our abilities and the ham costs are too high. I think the Battle Fatigue of our squad should play a part in how effective we are at issuing commands, as soldiers wear down they become less effective and so should we.
7. Squad Leaders should be able to command more faction soldiers than other players. Give us five faction troopers, we are squad leaders, we have more command abilites than the average soldier.
Here is my top 5 in no order:
1. Ability to paint targets.
2. Passive abilities for melee and ranged increased, group speed ability
3. Make fail rates and mind costs less
4. Master and novice SL should receive a lot more abilities or bonuses, we are supposed to be an elite combat profession that leads not someone that just spammes.
5. Have master SL be able to control 3 pets of any level at a time and not CH.
gordon_wood wrote:
AIR STRIKES GRAAAARRR
I have no problem with Air Strikes, however, according to the Prima guide, these are supposed to be aFaction Perk. That's the only reason I haven't given it higher priority. I will however, be sure to mention them in the full "State of the Profession" report.
If you wana see the waypoints of the others in the group, just ask them for their mission coordinates and type /waypoint coords. Dont see why you would want this as a squad leader, automaticaly made for you.
My top 5.
1. Lower the HAM costs.
2. Increase the passive bonuses and add some new once, like weapon speed and movement speed and accuracy.
3. Remake all the special abilities, as mentioned by others, assault gives extra melee accuracy for a period of time and so on.
4. Make SL able to heal mind, as a command. Helping them to focus and get more willpower is what a SL is meant for in my opinion. Also give him a command that buffs the teams HAMs for a period of time.
5. Let the Squad leader mark the enemies for what is the primary target, secondary target, and so on.