Squad Leader Archive
Thread: Squad Leader updates
irott wrote:
And we are working on fixing the SL range, so you have to be near your team to give them bonuses.
irott wrote:
Well... I don't want the ranges small, but I don't want them too big.
Would the radius of a metro-city be too large?
- Outpost - Requires 10 citizens and grants a city radius of 150m. At Rank 1 the city is allowed to have Small Gardens placed.
- Village - Requires 20 citizens and grants a city radius of 200m. At Rank 2 the city is allowed to have a Bank, a Garage and Medium Gardens placed as well as player-placed Cantinas; you can also begin to set taxes at this level.
- Township - Requires 35 citizens and grants a city radius of 300m. At Rank 3 a Cloning Facility and Large Gardens may be placed as well as player-placed Hospital.
- City - Requires 55 citizens and grants a city radius of 400m. At Rank 4 a Shuttleport may be placed as well as player-placed Theaters.
- Metropolis - Requires 85 citizens and grants a city radius of 450m.
I think that a radius of 450m might be a bit large.. outpost or village is probably better
the area of a metro is 635850m square!
each planet is only.... 225000000m sq so a metro takes up 1 / 353 of the planets surface so it may be a little big for area ^_^
- outpost: 70650m 1 / 3184
- village: 125600m
- township: 282600m
- city: 502400m
Blackferne wrote:
Based on those numbers I'd say Village or Township would likely be the best range.
I might have been wrong in saying just "radius" though. I meant the radius of a metro (from the center of the city to the edge of the circle being the diameter of the SL area... I guess I just forgot to add that part in.
So a diameter of about 300?
irott wrote:
Im glad you guys feel that way.
I might have been wrong in saying just "radius" though. I meant the radius of a metro (from the center of the city to the edge of the circle being the diameter of the SL area... I guess I just forgot to add that part in.
So a diameter of about 300?
yeah that sounds about right, anything bigger is way way way to large ^_^
Rhazohn wrote:As in Real Life doctrine of combat - take out the leadership first!Rhazohn Badwih WanderIncStarFlight Technologies5 N Main Brenn, Naboo -2730 3518
I really wish I was more feared in a group than say a rifleman. I'd rather be the first target and be able to influence by group enough to warrent this than be how we are now.
To the SL range question. I'd like to see a range mod on one of the trees. For each point you get a meter of range for all of the specials and passive buffs. Say +60 at novice. then + 10 at tier 1, +10 at tier 2, +20 at tier 3, +25 at tier 4 and +25 at master to give a range of 150m.
Combat_Medic_to_be wrote:
Rhazohn wrote:
As in Real Life doctrine of combat - take out the leadership first!
Rhazohn Badwih WanderInc
StarFlight Technologies
5 N Main Brenn, Naboo -2730 3518
I really wish I was more feared in a group than say a rifleman. I'd rather be the first target and be able to influence by group enough to warrent this than be how we are now.
To the SL range question. I'd like to see a range mod on one of the trees. For each point you get a meter of range for all of the specials and passive buffs. Say +60 at novice. then + 10 at tier 1, +10 at tier 2, +20 at tier 3, +25 at tier 4 and +25 at master to give a range of 150m.
believe me - any PVP group I lead... we target and destroy the SL first on the opposing side. Most SL's will do that now given half a chance. giving the other side +defences and the ability to clear states at will = bad for you. The problem is the sl-bots that are never near combat. Hard to target if they are on the other side of the planet or in a house near the base you are assualting.
Combat_Medic_to_be wrote:
Well I havent PvPed in along time. I still wouldnt say the added threat an SL gives to a group is proportionate SP investment wise when compared with a rifleman. Once threat levels become roughly proportionate to SP investment in that proffesion (with equal skill levels/equipment) then I'll be happy...
oh I would...
SL's work as a multiplier - the more people in the group the greater the effect of the SL
adding 30% to the defense of a rifleman is great- he might last 30% longer now but add 30% to the defences of 10 rifleman and you get effectively 3 extra pvp'rs (due to the lasting time each has now)
add to that the fact that those rifleman do not need terrain negotiation and can spend those points on things like more combat skills and allowing docters to actually do a combat profession rather then take scout to get to their patients and effectively a squad leader seriously increases the firepower of the group and the long term viability of the group.
Message Edited by Ackehece on 02-21-2005 10:52 AM