Squad Leader Archive

Thread: Ideas for the Revamp Sheduled for Publish 10

Yeraze
Mon Jun 28, 2004 5:39 am
#14

Yeah, there's not much reason for us to be able to cure Disease/Poison... I do think that /formup should remove Intimidate, however..



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
BlkTom
Mon Jun 28, 2004 3:42 pm
#15

I would like to know why you want to see SL have anything to do with Disease/Poison and how that would fit in conceptuailly with how SL works or leadership.


Till I see your reasons, I will be frank and say your barking up the wrong tree. You should be pushing on the CM boards for CM to cure Disease/Poison or for a CM to give mitigation to them. Now, to show you what I mean by explaining things, I will give a reason why I think CM works better for this.


CM, or Combat Medic combines the Combat experiance tree (meaning they are a veteran) with the Medic Profession. These are suppost to be battlefield doctors that can stabilize the heavily wounded but fix up light wounds so the trooper can fight on without having to leave the front. Doctors are the guys you send the heavily wounded people to and given time should be able to heal/fix anything. I can totally see the CM having the ranged heals, a area heal/group heal and a Rez that keeps wounds and BF. I think CM healing Mind is a fantastic effect and should be the class that can make and effectivily use various forms of combat drugs (morphine anyone?). But they should not do everything a Doc can do because they do not have the time and 'equipment'. With this in mind the Combat medics should have the quick and fast heals and could 'grant' mitigation for disease and be able to cure Blind and Poison. To me that fits in conceptually.


Doh...got to go...but this should get the point across well enough.





Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
MailekEOC
Mon Jun 28, 2004 6:26 pm
#16

Don't call me a damn flamer for a stupid idea, cure disease and poison is for doctors. The poison mitigation idea though does sound interesting or maybe the devs should just give master Artisansa schematic for a gas mask to block chemical attacks much like the one you can loot in the geo caves.


I'm all for giving us wicked new abilities but we cannot physically clear that no matter how much mind boosting we can do. That is not to say perhaps we give out gas masks to our squad mates.



Agent: PHANTOM

Mailek Oofiso
Elder Squad Leader ± Imperial Clone
f Magnumus Mysterium f
Vive la Saviour!


gando
Tue Jun 29, 2004 4:11 am
#17


Even the poison/disease mitigation thing aside you still haven't given a viable reason why ALL states shouldn't be able to be cured by a SL instead of just stun and dizzy.



Several people including myself have given viable reasons for this. You apparently just want another professions abilities which do not fit AT ALL with the squad leader profession. And not only that you want to be able to use it on multiple people(up to 25) with the hit of a button instantly. Without going through the pain of crafting the things that doc's have to. Also, for those who think it's wrong for doc's to be able to cure dizzy and stun. Doctor's can't cure up to 25 people at one time without using resources or crafting. There's our advantage. So stop being stupid about it.

gando
Tue Jun 29, 2004 4:35 am
#18







Brainplay wrote:

Why should doctors be the ONLY profession that cancure states, poison, disease, fire, revive, AND buff on top of that? Heck you can cure ALL states at novice doctor!

Giving SL the ability to cure dizzy and stun is a big step in evening out the "support" roles. Giving them a cure all states and poison/disease mitigation ability would GREATLY help in PvP and PvE support. States are barely even considered a "medical" event. How the hell do you cure an intimidate or dizzy?


/rant Combat Medics should have been the ones that could cure ALL and revive. Doctors should have gotten buffs and point blank hypodermic poison/diseases. /rant off






Did I say CURE poison/disease? NO I said "mitigate"! Try reading the entire post first before you draw conclusions.



umm. Actually in that post you did say cure all states. Try reading you're own post.

BlkTom
Tue Jun 29, 2004 5:17 pm
#19

Eh...give him a break Gando, he is a CM after all who is looking at becomming a SL. He has a CM mentality. A SL mentality is where you think what would go best with your SL and how much cooler SL could be with certain tweaks.


The thing is, we have to resist the urge to jump on a guy (this is all of us, including me) who offers suggestions because their mentality and perception is different. We need those, no matter how foolish or re-treaded they are because someone might come along with a gold nugget. Yes, it gets /very/ tiring reading all the same ideas over and over again, but we must show patience. Be like the Fonzy, and what is the Fonz? Cool.


We also have to strike a balance and focus on concept. We have to work with the good and the bad and to make sure we limit our own abilities so they are not over the top. We must strike a balance though so the limits do not cripple the abilities.



Vec Prybrom (ICE)
Master Squad Leader
Master Marksman
Master Rifleman

Man's gotta do what a man's gotta do.- Clint Eastwood
gando
Tue Jun 29, 2004 5:52 pm
#20

You'r right Tom. I am done when it comes to this issue.
Blindmann
Wed Jun 30, 2004 9:22 am
#21

Ideas i have liked for SL revamp are HAM targeting and being able to heal all states... I say leave the cure poison/disease to the docs... and for the person that said CMs should have cure poison/disease... you've gotta be joking... all pvp would be then is a bunch of CMs running around spamming /poison /curepoison as if there arent enough CMs already. I know cause i have one. I also love the idea of faction bonuses and more defences



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Blindmann t Rebel Jedi Knight
Blindmann
Wed Jun 30, 2004 9:26 am
#22

Another idea to go along with the mitigation.. is just straight up poison/disease resist bonuses.. as SL should have knowlegde of avoiding being poison/diseased.. this way we don't have the ability to cure it but we do give protection against it



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Blindmann t Rebel Jedi Knight
Therascalking3
Wed Jun 30, 2004 1:00 pm
#23


too much anger in this thread chill out guys. With the SL states issue my personal opinion should be that the SL should be able to handle non-medical states like some of the ones they can handle and maybe in the poison disease category it would be only mind poisons, not so much from a logic sense but from a profession balancing stance because SL's need something. I mean the squad leader would tell you to focus but if you have something rotting away your brain it wont help lol. Maybe what would work better as an idea would be to let the docs have their state healing but give the SL area state healing for the states they are able to heal or group healing kind of like what is going on now but with more states to make sl worth a little more. sorry for the half post my comp is kind of whacked out. anyway there are some very good ideas floating around and people should chill and listen.


i particularly like the ham bar targeting. also it should be to target either action or health because of how the combat balance is going to play out. the idea of a SL weapon is exciting but i dont know if it is necessary. ( wouldbe kind of cool though right) and faction bonuses sound cool although it is unfair to neutrals and devs have been keen on giving them their rights with things like corellian corvette and stuff. The minor stat bonuses are cool and useful special things like strong defense boosters and attack boosters would be cool.


My best piece of advice i think is that they should make the SL a class that every group especially for pvp really really doesnt want to live without. They dont need to make SL a strong solo profession at all or cater to that in anyway because an SL should be so desired that every group wants one but not everyone wants to be one so we dont end up with a million. I should take a real team player and leader to become a SL not someone who likes a lot of the personal benefits. I personally dont like playing these games alone which is one of the reasons why i wanted to be a squad leader and why i hope this turns into the ultimate profession for any group to have, but not really for an individual. go ahead and attack me for wanting to put the benefits of the group over our personal benefits as SL but if you do you should realize that you should not be an SL for thinking that way.



Edoh
Member of Sturmgrenadier
Master Squad Leader
Master Carbineer
Starsider
Blindmann
Thu Jul 01, 2004 2:30 am
#24

Sorry if i seemed like i was flaming didnt mean to at all... I just believe that cure poison/disease should goto docs. Now as u said maybe we could heal mind poison /disease as mind "poison/disease" is more of a phycological thing?? but i would rather see just resists vs poison disease and fire



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Blindmann t Rebel Jedi Knight
TerrasNeirek
Thu Jul 01, 2004 5:31 am
#25

i can see people have lots of mixed opinions about this, and everyone has views on what should and shouldnt happen, which is great!


it looks like we'll have to wait and see what the profession turns out like but, im hoping some of our dieas in this post, might be passed on for consideration
jhara_daran
Thu Jul 01, 2004 1:56 pm
#26

A squad leader controls a group of people. So with the revamp, GCW and balance changes coming shouldn't the main purpose of a squad leader to control a platoon of Npc's and players. At the momemnt we have a limit of 1 faction pet at anytime wouldn't it be nice if a squad leader could control up to seven faction pets, Basically a Faction CH. Also to gain a high Faction rank there should be the requirement of been a SL, as you gain boxes of SL your rank increases.
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