Squad Leader Archive
Thread: Regarding the Inadvertent SL XP Change on 10/22
Speaking from Real Experience , a Squad Leader is not a combatant ! While he should be well trained in the use of various weapons systems , his use of them is secondary to the need to communicate and control his/her squad. The best squad leaders I have ever seen ( Im talking real military infantry type) are yelling orders and directing the troops over the roar of a firefight (read guns blazing on both sides , explosions , and the like). Now ... once a Squad Leader gets his/her troops well trained , then there is less and less need to give orders ... its called troop initiative and is the key to a truely top unit. That Squad leader then lends the added firepower of his weapons to the fight , having less comands to give. But when the $%# hits the fan he/she lays off the trigger and starts giving orders again. .....
Now , I have also been playing the SL proffession for a time ,
I dabbled in dancing, on the side, and what if SL xp was done in a similar manner to dancing xp... something Time based as opposed to Damage based, or a combination of the two, and the rate per second gets boosted when you use a SL special, or when such a special is in effect.
The reason I'm thinking this is because of the HAM costs of the specials, and how the Squad Leader should be able to gain XP even when not dishing out damage. The SL xp rate (per second) would be a function of group size, and the SL's actions.
Let N be the number of people in the group. (maybe exclude incap/dead people)
Let M be the SL xp / sec modifier.
a) While in combat, the SL gains N*M xp every second.
The base rate for M should of course be something very small, say 0.5 or 0.2, so that the amount of xp gained this way is really a trickle. But, when the SL uses a special, the rate increases temporarily. Over time, the rate decays back to the base rate.
b) Kills award SL xp = something like old formula based on personal combat xp. (or 1/10 of personal damage dealt, to avoid xp cap problem)
Pros:
- Leaders aren't forced to fight to get xp (but they still can)
- Incentive to use the SL skills
- Minimal impact on Solo-ers
Cons:
- Opens some big AFK levelling possiblities...
This rewards SL's for leading in combat and using their skills as a leader as well as a combatant.
I see a lot of positive suggestions here. I think a combination of Thulium's formula, with added bonuses for CH XP and medic XPwould be appropriate. I would like to add the following considerations, however.
1. We need to be able to get XP from people in our group that are no longer gaining XP (i.e. those who are XP capped). My groups are roughly 50% capped on combat XP, as of right now.
2. A group with just pets (including faction personnel) should not give an equal amount of XP as an equal sized group of PC's, but they should give some, as they oten contirbute to the damage done. Maybe counting their currently uncalculated combat XP, but not counting them as group members? Don't know, because I'm not in a position to crunch numbers.
3. Given that the amount our HAM pools get drained is a function of the number of people in our group, there should be some kind of compensation (assumably by XP) for using SL skills, based on the number of people in the group (pets & faction personnel included for this one). If I lose 75% of my mind pool so I can buff my teammates, I'm significantly more vulnerable. Perhaps an XP boost for this wouldn't be appropriate. Perhaps a skill mod to increase our focus or willpower could be included in the levels, as well as the additional commands.
Group Combat XP x2 +(.75) Group Medic Xp + (.5) Ch Xp= SL xp
anwhere with this? i was trying to think of a way to incorporate medic xp, but not to the fullest (i can see how with a big guild or group of friends this could be easily exploited). also, the ch xp is there... but it would make the squad leader prefer to group with people around then their pets.
im not actually a squad leader so dont flame me if for some reason this is a terrible terrible idea. i need to start lvl'ing squad leader for my holocron, came to the forums to get some input and saw that the class was terribly messed up at the moment. hope it get fixed soon ![]()
i didnt get a chance to read this entire thread so if im repeating someone esle formula then My bad yo
TCX = the sum of all combat XP (or weapon XP, which ever will work better)earned by the entire group
n = Number of entities in a group, including the SL, players, and all pets
SLX = Squad Leader Experiance
TCX * (n-1) = SLX
the -1 is so that (n-1)=0 when group size = 1, thus no SLX when the Squad Leader is Solo.
also i agree that SL should earn SLX when the SL successfuly uses a SL skill (other then /sys)
each skill should have a static point value (SP)and that value will be multipled by the number of members of the group
n*SP = SLX
this is assuming of course that SL skills are fixed sometime in the near future so that it is acctualy worth wild to use them.
i probably havent thought this formular thought as throughly as the rest of you so if anyone want to build off this idea feel free
to keep people from AFK'ing Just set it up so that SL xp is earned based on the number of people in a certain range of the SL, say 150m. I don't know if this is a programming challenge. But at least if a SL is going to be AFK he'll have to be on /follow and will be put into harms way.
UberMike
Dark Forces
Squad Leader / Commando
Personally I like the old system, tho some of the idea people do have are interesting, but they just won't work since it will promote Fly by night Squad leaders, that just go afk with a team member on follow. but I was also thinking why not make the SL experience based off the creature level? So..the harder the creature you take out. the more SL experience you'll get, This make it so it isn't dependant on how much damage the SL does but, He still will have to do damage to it to get EXP.(Means SL MUST attack to get EXP) So, the fomula would be
Creature CH level * 50
Few example on how it works Solo grouped with a pet.
A Cu pa CH level 11
11 * 50 = 550 SL exp
As the team grows SL experience increases by 10% per member. means a full team of 20 will have 200% bonus increase. So another example.
A Canyon krayt dragon CH level 275. With a team of 20 people
(275 * 50) * 200% = 27500 SL exp
Further under Under this, If the Squad leader goes Incappaciated during the fight he/she Will not receive exp regardless if they did some damage. They weren't up to direct the troops so why should they get exp? But this way the SL exp isn't dependant on Overall damage, Just depends on if you team does the most damage overall and survive to kill the creature. the more challanging the creature, the greater the reward. Also, If 2 different team attack the same creature, SL Exp will be only provided to the teams that do the most damage. (So if the team doesn't have a SL and they are the ones that out damage the team with the SL, the SL still doesn't get the EXP). This stops people from running around shooting creatures other teams are fighting and trying to get SL exp from something they can't kill alone.(Alone: Themselvesand pet)This will require the SL's Team as a whole to do the most damage in order to earn the SL his/her EXP for that creature.
Any SL abilitiesWill notgive you SL exp. Do other combat professions get exp for using their abilities? No, So why should we?
"Any SL abilitiesWill notgive you SL exp. Do other combat professions get exp for using their abilities? No, So why should we? "
Well, first of all, we are not considered a combat profession. CHs get CH XP for taming and training, Docs get it for healing, dancers for dancing, and so on. I do think the use of the abilities should add some bonus into the mix, but of course I'm not entirely sure what and that's why I asked in this thread. The only absolute thing that needs to be counted is Group Size.
I'll post my formula. Obviously my numbers will need to be tweeked but you'll get the idea. I don't think all SL trees should be on the same xp. I thinkthe terrain navigation tree should be earned a different way (even if it is a bit ofa pain)
SL combat trees xp (aka the non terrain navigation trees)
((group damage done/100)+(group healing done/10)+(pet damage done/200)+(trapping xp/10))*((amount of people in group * .5)+(amount of pets in group * .25)) = SL combat tree XP I think that a SL should be required to be firing, healing or something that would prevent AFK SLs (typing /sysgroup should be fine).
SL Terrain navigation tree XP
Should be earned very simaler to scout xp but a bit different.
1) Anycamp created by anyone in your group (inlcluding the SL) should give the SL the same xp the scout/ranger etc gets.
2) distance traveled * ((party members* .5)+(amount of pets*.25))= Terrain navigation XP