Squad Leader Archive

Thread: A new role for Squad Leaders in a dynamic GCW

EnderOne
Sat Sep 20, 2003 1:58 am
#14

Lol damo', to be honest i lost you after your second line in your first post. I'[m not sure if that has mroe to do with the 6 pints o' 'Stella' I had tonight or the fact that it's late for both of us. I like your energy, and if you'dl ike to ahve your say on how these professions work in our proposal, i'd invite you off to SWGX to reg.


In the meantime, I'd like to know what 4 skill columns we could use for Starting soldier and wether or not they would translate vertically throughout all 4 profressions in our military advancement>????






Support SWGX Dev Proposals:
=:Player Vehicles (v0.1):=:Dynamic GCW (v0.2):=:Space Expansion (v0.1):=
Help make SWG better:
http://swgxpansions.net/forums/index.php?act=Reg


EnderOne
Mon Sep 22, 2003 1:19 am
#15

Hey are you fleetdoc on SWGX?




Support SWGX Dev Proposals:
=:Player Vehicles (v0.1):=:Dynamic GCW (v0.2):=:Space Expansion (v0.1):=
Help make SWG better:
http://swgxpansions.net/forums/index.php?act=Reg


Coorva
Mon Sep 22, 2003 10:31 am
#16

A master SL should climb to a Second Lieutant automatically. If your in charge of troop you should have a rank that reflects that, as for the other combat specialities they need to earn thier rank by expending FP. I say this as a Commando, I also believe that squad leaders should be give the ability to call in bombardment whether mortar or heavy gun, arial. Whatever is available. This should also be varied as to faction. Given the imperials have more resources at hand. Accuracy should be a consideration in assigning bombardment based on an experience level. If this is implemented you will see people flock to this under represent skill.
Coorva
Mon Sep 22, 2003 10:45 am
#17

On consideration of the difficulty of programming this into the game I may suggest you consider they be added as FP pets that are specific for that group and are prehaps one time use that bypasses the datapad restriction for three FP pets, or possibly allow a separate datapad specific for that profession? I would also add anti-aircraft batteries to protect the troops from straffing and bombardment. This would definitely make the proffesion more exciting.
OmegusNeo
Mon Sep 22, 2003 11:18 am
#18






Coorva wrote:
Given the imperials have more resources at hand. Accuracy should be a consideration in assigning bombardment based on an experience level. If this is implemented you will see people flock to this under represent skill.





im not so sure that would be a good idea. while i do think there are several ways the SL profession needs to be improved i also think that SLs should be a more lessly choosen path. i mean if there are alot of people that take on SL then it will be come increasingly difficult for the rest of us to find a group that is leaderless.


and if there are a great deal of SLs in the Galaxies then for those of us like myself who are not power gamers and can only play for a few hours a weeks, we will begin to find training in SL XP increasingly difficult as the SL position will be given to those who have the most skills and not to those who need the most XP


lets keep SL a little under represted, because groups do need us, we just dont want ever group to be made of 3 or 4 of us




How do you improve the entire game, and one of the more useless professions at the same time? Well this is a start: Help Support the http://forums.station.sony.com/swg/board/message?board.id=squad_leader&message.id=10609>Fortification Proposal
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irott
Fri Oct 24, 2003 10:54 pm
#19

I guess I have to do this now that Enders lost his forum access.


/bump




[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

alphawolfer
Fri Oct 24, 2003 11:56 pm
#20






damocles88 wrote:

Mission terminals IN player run installations for their faction. Besides standard destroy and deliver missions, throw in squad leader missions that give out BIG targets based upon the size of the squad.







Best Idea for Squad Leader! Makes us a necessity for highend game, and they could use the big multi floor bases, or dungeons spawn as the mission place. I like it. Then it wouldn't matter quite asmuch when our skills break or anything, we'll still be needed to do the big cool FUN missions.
darthtut
Mon Dec 22, 2003 4:13 am
#21

/bump



good ideas




Garritarro
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