Squad Leader Archive
Thread: If the Devs fixed or revamped SL, what would they need to fix or add?
Yeraze wrote:
Killer305 wrote:
Ranger is in the desperate need of a revamp i think that they should join with SL cuz itd be perfect fit a ranger can solo anything they say and a SL leads groups . both allready in the system just gotta change the code change the pistol exp to either Leadership exp combat exp ranged exp..... or wep exp cuz there are melee Sl few but it can be done and ive heard of some on the forums would be cool to be melee but itd be kinda spread out in turns of points. Give our profession a unique faction rank.....Larger groups would be awesome i think 20 ppl would be cool since its what was done before . Think we should get duel armor or something either both assault and recon or battle i dunno a lot of things can be done thatd be awesome come on ppl give some input on what u want maybe we can make another petition or something hehe send it to soe/Lucasarts/Emperor lol i dunno give a list of things wed like to see done if all SLs over all galaxies does it we could get results
eeeh... No..
Rangers are Rangers... SL's are SL's.. Make each of them attractive to players, with their own merits.
/agree
SpunkyKuma wrote:
We could use a little more group melee/range defense, perhaps a higher boost to accuracy (like rifleman's aim) and there's a few others I can't think of. Rally and group terrain neg and sort of steadyaim are about the only nice features right now.
Don't forget Volley Fire.
SpunkyKuma wrote:
I actually like some of the ideas mentioned from MailekEOC. Granting SF to group members while SF, calling a shuttle (group of imp or reb NPCs to help on demand), group wp (works like nearest wp to mission).
I'd just like to see the ability to go SF in the field put back in the game. A couple months before the CU they made a big deal of adding the On Leave / Combatant / Special Forces tiers, and part of it was the ability to jump tiers (after timers) by taking certain actions. Attempt to heal a SF while being Combatant, you got a box asking if you wanted to go SF yourself, type yes and away you go. Form-up was a quick tier jump command for SLs. The Devs made a huge buzz about it and had a nice presentation / document and everything...
Then they add the CU, and this newly added ability goes POOF! WTH?! Well, I recently found out from a friend of mine that going Special Forces from a command is still in the game, the only profession to be able to do it: (drumroll please) Jedi. Jedi's Forceheal abilities will allow a Combatant Jedi to go Special Forces if he tries to heal a Special Forces player. Why Jedi heals but not Medic / Doc / CM heals?
I'd like that little feature added back to all professions again, please.
Edit, just found out this by mistake, you can also go combatant from onleave by attempting to drag body.
Message Edited by SpunkyKuma on 08-21-2005 03:39 PM
Squad Base weapons. Sorta of portable turrets.
Crew serve vehicles.
12 person groups
just a couple ideas I think could be added to squad leader certs to make them more effective and desirable to use.
MailekEOC wrote:
Here is how you fix squad leader to be the profession it should have been:
Change the XP requirements:
Have it require a general weapon xp + combat xp
Increase passive bonuses of melee and ranged defense to at least 50 if not a little more.
Add passives for group accuracy and speed, smaller passives then above.
Add bonuses to FP and experience when grouped under a Master SL.
Make Form Up clear the states dazed, stun and rooted, but have a little bigger cool down to prevent spamming.
Make Boost Morale give bonuses to action and mind regeneration rates for 2 mins.
Fix Steady Aim so that it grants a small bonus to land "critical hits" on your target for 20 seconds.
Create an Improved Rally at Master SL that grants 160 to defense and 80 to accuracy for 30 seconds.
Fix the SEA on volleyfire and steady aim so that they increase the skills.
Either change Retreat so it grants bonuses to defense but lowers your accuracy or make it Charge! that grants bonuses to accuracy and damage but lowers defense. Allow the Squad Leader to benefit from this ability as well.
Give the SL a crowd control skill like stated in the CU docs:
Cover Fire: A small cone attack the SL uses to create a rate of fire hindrance on the enemy for 10 seconds. Does little to no damage though.
Added extras that would really benefit the grouping ability:
Group waypoints: Allow the SL to create waypoints that will show up on all party members wp monitors.
Radar jamming: Makes the entire squad disappear from the enemy radar. They aren't "cloaked" so if the enemy sees them in their LOS they would appear blue like neutral but could be attacked. This will break the group's cover.
Deploy LZ: The SL issues the command and a shuttle drops to get his/her men to or out of the battlefield.
Artillery Strike: SL issues the command and group members have 15 seconds to get out of the surrounding area. Group members will be able to tell by the flags marking the targetted area, much like the ones when placing a house. The damage is calculated on a fixed amount of energy damage and a bonus to heat damage x # of group members. The bigger the group, the more damage this causes.
Granting SF status: A squad leader who is SF can make others SF.
Platoons: Master SL can invite up to 4 other group leaders and form a platoon aka "raiding" party of a maximum of 40 players. The SL can then send system messages to all platoon members or individual ones and a new platoon chat is formed between the SL and other leaders. Also the SL can have the ability to modify a "Platoon name" that would appear under the character's name EG 3rd Marine Corps. Finally the SL would have the ability to check the status on all other groups by switching them with a key stroke.
There you have it, the SL revamp.
Hmm, what if SL's XP requirements worked like BH where each line requires something different? An SL would require Pistols, Carbines, Rifles, and Combat XP. Less work for the devs then a general weapon xp.
CeeSi wrote:
MailekEOC wrote:
Here is how you fix squad leader to be the profession it should have been:
Change the XP requirements:
Have it require a general weapon xp + combat xp
Loki_Ashaman wrote:
Hmm, what if SL's XP requirements worked like BH where each line requires something different? An SL would require Pistols, Carbines, Rifles, and Combat XP. Less work for the devs then a general weapon xp.
CeeSi wrote:
MailekEOC wrote:
Here is how you fix squad leader to be the profession it should have been:
Change the XP requirements:
Have it require a general weapon xp + combat xp
Ya that would work, considering that we all get pistols, carbines and rifles in the SL trees.
Loki_Ashaman wrote:
Hmm, what if SL's XP requirements worked like BH where each line requires something different? An SL would require Pistols, Carbines, Rifles, and Combat XP. Less work for the devs then a general weapon xp.
FWIW, I suggested that as one solution to the XP issue in the "State of the Profession" sticky up top.
Darth_Sushi wrote:
Loki_Ashaman wrote:Hmm, what if SL's XP requirements worked like BH where each line requires something different? An SL would require Pistols, Carbines, Rifles, and Combat XP. Less work for the devs then a general weapon xp.
FWIW, I suggested that as one solution to the XP issue in the "State of the Profession" sticky up top.
Im with Darth Sushi
/poke Darth Sushi
Although interesting if each tree would depend on one weapon type xp you still could have a SL who never have lead a group/soloed all the time and is MSL and I dont want that.