Squad Leader Archive

Thread: The Squad Leader Revamp that we ALL want

Rabbid_Toaster
Tue Apr 13, 2004 1:44 pm
#14

If these changes went in, I would seriously consider taking Squad Leader!



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Krossin, a member of the Naritus server cluster.
A hologrinder in the making!
InquisitorPayne
Tue Apr 13, 2004 2:21 pm
#15






WolfwoodCross wrote:






InquisitorPayne wrote:




Faction Pets should be tied to Rank and rank alone.


Are you seriously telling me you'd prefer EVERY high ranking player to have multiple faction pets? So a Chef, a Bounty Hunter, and hell even a Jedi could have the same amount of faction pets as theProfession that is designed to lead troops?


That i am. If a Chef is willing to aquire the nescessary 60K Faction points to become a Colonel, then he should have the right to lead those troops. He may not be the most efficient leader out there, but he is an officer. Rank does not mean competence, but it means influence.


In fact the majority of Squad Leaders is for this option. You will not see one of the Squad Leader tell you otherwise (except those who want it only for themselves and they do not count, since they are either not even SLs or new SLs)


And i am not against your idea, i am just realistic. The developers would not agree to that proposal. They would try to balance it out. Meaning they would either remove the pet-handling ability (good choice, btw) or they would remove Group handling abilities (bad choice, big no no).


Keep in mind we have a Combat Balance coming that most of us know little to nothing about. Including multiple Faction Pets could very well be a viable option in the new system.


As part of the GCW, yes. I doubt, that they will be an potion outside of rank, but it is possible. Still, i see no reason why SLs should have NPCs under their command.


See me as the devil's advocate. If they allow for all of it:



  • Active group buffing

  • passive group buffing

  • active state heals

  • passive state defenses

  • coordination abilities (setting waypoints, managing movement)

  • Strategic abilities (working on an overhead map, assigning groups, waypoints and missions, calling targets, focussing fire, designation duties, artillery strikes...)

  • Extraction/Dropoff abilities (shuttling in our out of a zone)

  • Fortifications

  • NPC handling (control over multiple NPCs)

  • SL specific weaponry (field artillery, SAW, other multi.crewed weaponry...)

Then i am all for it. The more the merrier.


But i see no chance of that happening. We will have to scrape some of these ideas. And from all these ideas the NPC handling is the easiest to discard. It gives no real advantage. It does not help you on the field and except for roleplaying purposes it is pretty much useless.


Plus it should be tied to your rank and not your profession. Why should a Corporal be able to command more trrrops than a colonel?


Then how is it that a Corporal Squad Leader can lead more PC troops than a Colonel Squad Leader? Or how can a player be a Master SL as a Corporal while a Colonelmay only be Novice SL? How can said Corporal issues orders to the Colonel? If we're going to tie one aspect of this to Rank, then we should tie ALL of it to rank.


Well, they can command the same exact number of players: 20! I never asked for more, i never asked to lower it for non-SLs. A group without a Squad leader is not a unit, but a posse. Anyone can lead a posse, regardless of size, but they may suck at it.


Personally, for me the most important aspects are:


  • Active group buffing

  • passive group buffing

  • active state heals

  • passive state defenses

  • coordination abilities (setting waypoints, managing movement)

  • Strategic abilities (working on an overhead map, assigning groups, waypoints and missions, calling targets, focussing fire, designation duties, artillery strikes...)

  • Extraction/Dropoff abilities (shuttling in our out of a zone)

  • Fortifications

  • I can live without the rest.


    But that is just my opinion and i am not the one to decide.


    Dogg
















    Dogg M'ordae-Pitibi
    General Rebel Badass (Colonel)

    SYN - The Leading Force in Rebel PvP


    irott
    Tue Apr 13, 2004 2:24 pm
    #16






    WolfwoodCross wrote:







    Are you seriously telling me you'd prefer EVERY high ranking player to have multiple faction pets? So a Chef, a Bounty Hunter, and hell even a Jedi could have the same amount of faction pets as theProfession that is designed to lead troops?


    Yes... well not a jedi. But if a player works enough to get enough faction points they should get some sort of benefit.


    Then how is it that a Corporal Squad Leader can lead more PC troops than a Colonel Squad Leader? Or how can a player be a Master SL as a Corporal while a Colonelmay only be Novice SL? How can said Corporal issues orders to the Colonel? If we're going to tie one aspect of this to Rank, then we should tie ALL of it to rank.


    My preference for any Faction pet bonus related to Squad leaders would be a reduced cost for pets... I do not understand why smugglers get this, well I do, but it doesnt mean we cant get it as well.









    [irott and the full effect]
    Master Squad Leader


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

    WolfwoodCross
    Tue Apr 13, 2004 2:25 pm
    #17


    Ok ok ok...


    How about this.


    Make multiple faction pet control an option available PURELY through rank, but allow Master Squad Leaders the option of purchasing certain Faction Pets that will only be available to them? Sort of like the Squad Leader specific weaponary people have asked for, just on two legs.


    Will that sate you voracious bastahds...


    irott
    Tue Apr 13, 2004 2:33 pm
    #18

    LOL... thanks for trying to solve our problems for us. But its just not that simple. The problem is that the GCW revamp comes AFTER the SL revamp. We really don't know if we will be integrated into the system or if we will just become a generic leader.


    Keep your ideas comming though, because the devs are taking EVERYTHING into consideration.



    [irott and the full effect]
    Master Squad Leader


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

    WolfwoodCross
    Tue Apr 13, 2004 2:37 pm
    #19

    heh all things are simple.


    It is only until we think they are hard that they become hard.

    irott
    Tue Apr 13, 2004 4:20 pm
    #20

    Heh... Reminds me of a quote:


    "It's easy to have a complicated idea. It's very, very hard to have a simple idea."



    [irott and the full effect]
    Master Squad Leader


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

    JerynChoice
    Wed Apr 14, 2004 12:36 am
    #21







    Master Squad Leader



    • A Master Squad Leader can act as a Covert Faction Scanner. This ability is only active when Overt and while in a Command Post.

    • A Master Squad Leader can grant Overt status to a Covert Party Member. This is preceded by a 30 second TEF. This ability is only available while Overt and while in a Command Post. This can only be used on one person at at time.




    Only going to touch on the master SL box as the (faction) pet number have been done to death over the last few months. Doesn't make sense to me that a MSL could Overt any number of the opposing faction while in a command post but could only Over his own faction members one at a time. Besides.. too much risk of abusing/griefing witha "free" covert faction scan ability. How many peoplewould love to drop a Command Post next to one or more AFK members of the opposing faction and ambush them with a group? Not a lot of sport or challenge in that but you know it would be done.

    Peleas
    Thu Apr 15, 2004 5:58 pm
    #22

    Sounds nice, but the radius on group effects is way too small.
    gando
    Mon Apr 19, 2004 9:43 am
    #23

    I'm not trying to sound like an a@@ woodwolf, but we "all" don't want to be able to use structures, I've stated in various spots why I feel this is impractical and a waste of time. PLEASE DON'T USE GENERALIZATIONS.
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