Squad Leader Archive

Thread: Here's a Novel Idea: Squad Leader Mission Terminals!

Thulium
Mon Nov 10, 2003 5:50 pm
#14

/bumping my own thread again. Let's see more discussion of this type of thing and hope for the best.

Yeraze
Tue Nov 11, 2003 7:33 am
#15

Rather than SL mission terminals, why not add extra missions to existing mission terminals?

Imagine a Squad Leader going to any old Mission terminal (with a group), and getting a single mission (worth ~150k) to go destroy a huge target (like a krayt dragon) or destroy several smaller bases. Or getting a 200k delivery mission where you're delivering a huge transport of medical resources, and you're under almost constant attack along the way. Making taking a scout mission deep into enemy territory, or an entertainer gig to the front lines (USO Show boys!) Take a group of artisans or crafters to the front lines to outfit a unit, or build reinforcements around a base. PErhaps even have missions with a list: "This mission requires a smuggler and an architect". Require certain professions to be needed, like a smuggler for these delicate deliveries, or a combat class for destroys, etc.

I don't think we really need our own mission terminals, but it would be nice if a Squad Leader could somehow "access" missions that were of equivalent difficulty and reward as the current setup (everyone in the party grabs 2 missions in the same direction). Right now, it causes alot of chaos and confusion trying to figure out who's mission is closest, and where we should go, etc.

Seems like a good idea to me.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
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